| Week 06 |
§3D模型§
🔺GLUT前置作業
。打開 codeblocks
Files> New>project>GLUT
。到google搜尋 freegult windows 下載 Download freeglut 3.0.0 for MinGW
。解壓縮 freeglut
。打開 lib 找到 freeglut.a 並複製
。把 freeglut.a 改為 libglut32.a
。複製 freeglut連接位置
。找到 程式碼 main.c 並打開 執行完成!
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●01
http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載[data]、[win32]、gult32.dll、source(新教的)
●02
把windows.zip解壓縮到windows資料夾裡面
●03
開啟GLUT
●04
剪貼茶壺程式碼
-------------------------------------------------------------------------------------------------------
◎茶壺程式碼
#include <GL/glut.h>
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); ///打光的設定程式,放在這裡 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); ///要放在glutMainLoop()的前面 glutMainLoop();
} --------------------------------------------------------------------------------------------------------------------
●05
把 lightmaterial.c 拉到windows資料夾裡
把 glm.h 拉到windows資料夾裡
把 glm.c 拉到windows資料夾裡
●06
把lightmaterial.c用 notepad++打開
●07
按Cirl+F 搜尋 glm
複製(1) -----------------→ #include "glm.h"
複製(2)------------------→ GLMmodel* pmodel = NULL;
複製(3)------------------ ↓
if (!pmodel) {
pmodel = glmReadOBJ("data/soccerball.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
右鍵 Add files
把source.zip資料夾裡面的 glm.h & glm.c拉進去
◎程式碼
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
#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,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) { ///我們要讀入3D模型 第3步,讀入的3D模型 pmodel = glmReadOBJ("data/soccerball.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
} glmDraw(pmodel, GLM_SMOOTH);
///glutSolidTeapot(0.3); glutSwapBuffers(); } int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("06160841"); glutDisplayFunc(display); ///打光的設定程式,放在這裡 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); ///要放在glutMainLoop()的前面 glutMainLoop();
}
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