把 glm.c , glm.h , lightmaterial.c 三個檔案拉出來

lightmaterial.c 用 notepad++ 打開

把裡面的部分程式碼複製



貼到CodeBlocks裡

light 右鍵→Add files

把 glm.h 拉進去

把 glm.c 拉進去,glm.c 檔名改成 glm.cpp

把 data 複製貼上到 freeglut→bin 資料夾中

完整程式碼↓↓↓↓↓
#include<GL/glut.h>
#include "glm.h"///我們要讀入3D模型第1步,使用GLM
GLMmodel* pmodel = NULL;///我們要讀入3D模型第2步,GLMmodle變數,等一下讀入的3D模型
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);
if (!pmodel)///我們要讀入3D模型第3步,讀入3D模型
{
pmodel = glmReadOBJ("data/soccerball.obj");///我們要讀入3D模型第3步,讀入3D模型
if (!pmodel) exit(0);///我們要讀入3D模型第3步,讀入3D模型
glmUnitize(pmodel);///我們要讀入3D模型第3步,讀入3D模型
glmFacetNormals(pmodel);///我們要讀入3D模型第3步,讀入3D模型
glmVertexNormals(pmodel, 90.0);///我們要讀入3D模型第3步,讀入3D模型
}
glmDraw(pmodel, GLM_SMOOTH);///我們要讀入3D模型第3步,讀入3D模型
///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();
}
輸出↓↓↓↓↓

增加程式碼讓模型轉動

#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 }; float angle=0; void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angle++,0,1,0); glScalef(0.5,0.5,0.5); 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); glPopMatrix(); ///glutSolidTeapot(0.3); glutSwapBuffers(); } int main(int argc,char ** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("Week06"); glutDisplayFunc(display); glutIdleFunc(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(); }
輸出

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