2019/3/8 week6
今天內容: 打光、3D模型OBJ、GLM讀入OBJ
/1/ 先下載解壓縮[data][win32] glut32.dll source
在桌面創一個windows的資料夾,把解壓縮後的data、win32、glut32.dill 、source放進去
/2/到 https://www.transmissionzero.co.uk/software/freeglut-devel/
下載 Download freeglut 3.0.0 for MinGW 並解壓縮
/3/將freeglut資料夾的libfreeglut複製貼上 並改名為 libglut32.a
/4/在codeblocks開啟一個project
並將source裡的glm.c glm.h貼到codeblocks的資料夾內(glm.c改成glm.cpp)
/5/在codeblocks內的專案按右鍵選擇 Add files 選擇glm.cpp
會加入一個程式碼
/6/將data資料夾放進freeglut裡的bin資料夾即可
/7/執行程式碼
**程式碼**
#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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