2019年3月28日 星期四

Week06_Summer

今日目標:
1、主題:打光Part1
2、主題:模型OBJ檔
3、實作:GLM v.s. OBJ
4、回家作業




下載"win32"、"data"、"glut32.dll"、"source"四個檔案並解壓縮放入對應資料夾中



 02 解壓所完後,至windows資料夾中打開"Light Material.exe"
觀察打光的效果以及物件的Material







 04 至CodeBlock試試看程式碼
可以發現按"+"時物體會變圓滑(vertex變多)
按"-"物體的vertex變少



 05 複製剪貼程式碼,製作出一個白底灰茶壺


製作出立體白底灰茶壺程式碼:

#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();
}


 06 將source資料夾解壓縮
複製剪貼source/transformation.c裡glm的程式碼
將glm.c拖曳至改成自己codeblock作業的資料夾中並改名glm.cpp
將glm.cpp匯入codeblock
將glm.h拖曳至自己codeblock作業的資料夾中
將windows/data拖曳至freeglut/bin作業的資料夾中
↓ ↓ ↓
終於結束了!



3D模型程式碼:

#include <GL/glut.h>
#include "glm.h"    ///現在要有3D Model的第1行
GLMmodel* pmodel = NULL;    ///現在要有3D Model的第2行
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)        ///現在要有3D Model
    {
        pmodel = glmReadOBJ("data/porsche.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();
}



回家作業:


有點悲慘的作業....
調光線條很久的最終結果


回家作業程式碼:

#include <GL/glut.h>
#include "glm.h"    ///現在要有3D Model的第1行
GLMmodel* pmodel = NULL;    ///現在要有3D Model的第2行
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[] = { 10.0f, 1.0f, 150.0f, 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)        ///現在要有3D Model
    {
        pmodel = glmReadOBJ("data/chair.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();
}

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