2019年3月28日 星期四

week06_showshowshow的筆記

1.主題:打光PART1




















///紅字為新教的 #include <GL/glut.h>
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week06");
    glutDisplayFunc(display);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);


    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);


    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);


    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);


    glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
    glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
    glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
    glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);


    glutMainLoop();
}

2.主題:模型OBJ檔



















#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    ///glutSolidTeapot(0.3);
    if (!pmodel) {
pmodel = glmReadOBJ("data/Al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week06");
    glutDisplayFunc(display);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);

    glCullFace(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);

    glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
    glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
    glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
    glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
    glutMainLoop();
}

3.實作:GLM v.s. OBJ

4.回家作業:自己做模型

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