2019年3月29日 星期五

神のノト - Week06

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➤這週要多下載一個source檔,先準備好~


2. source.zipdata.zip / windows.zip / glut32.dll download

3. windows / data   |   windows / glut32.dll

➤準備好freeglut

今天課題! 

「讀入3D模型」

★★★★⁥★  Code:Blocks →REBUILD(Debug) 


今天的程式碼:

#include <GL/glut.h> #include "glm.h" ///步驟一、使用GLM ///雙引號裡面打的,要放在同一個目錄裡 GLMmodel* pmodel = NULL; ///步驟二、GLMmodel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){ ///步驟三、讀入3D模型 pmodel = glmReadOBJ("data/soccerball.obj"); ///開啟3D模型的檔案位置 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("06160504_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(); }


第一個bug:(找不到glm.h檔)

解決方法:
glm.h檔,要放置和專案同個資料夾



第二個bug:(無法使用glm的程式碼)


解決方法:
將glm.cpp檔,加入到專案的程式內





最後成品:

ps.回家作業 (匯入maya 3Dmodel → 匯出成obj檔)





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