GLUT程式(匯入自己的3D模型)
立體茶壺 |
->先到 這裡 下載win32, data, glut32.dll 不過今天還要多下載一個source->win32, data解壓縮後將所有資料放入windows資料夾
->先把上禮拜的茶壺程式複習一遍
Notepad++ |
->再來解壓縮source.zip
->並用Notepad++打開lightmaterial.c
->運用Ctrl+F尋找glm
->複製所需程式碼並在對應位置上貼到程式碼上
新增程式碼至CodeBlocks |
<-如圖所示(´・ω・`)
->並將glm.c的副檔名改為cpp
->在CodeBlocks選擇專案後右鍵點選Add files
->選擇glm.cpp
->最後將data資料夾放入freeglut資料夾的bin資料夾裡面程式即可成功執行
完成的程式 |
<-完成如圖(´・ω・`)
底下附上程式碼(´・ω・`)
#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); if (!pmodel) { pmodel = glmReadOBJ("data/soccerball.obj"); if (!pmodel) exit(0); glmUnitize(pmodel); glmFacetNormals(pmodel); glmVertexNormals(pmodel, 90.0); } glmDraw(pmodel, GLM_SMOOTH); 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(); }
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