2019年3月29日 星期五

yusyuan👀 -Week06

| Week 06 |
§3D模型§



●01複習
先開啟GLUT複習上禮拜的打光













🔺GLUT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                                                                                
 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!             












------------------------------------------------------------------------------------------------------------------



●01
http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載[data][win32]gult32.dllsource(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
把 glm.h  拉到windows資料夾
把 glm.c  拉到windows資料夾






●06
lightmaterial.c用 notepad++打開










●07
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);
}




●08
右鍵 Add files

source.zip資料夾裡面的 glm.h & glm.c拉進去


 glm.h 改名為 glm.cpp





-------------------------------------------------------------------------------------------------------------------
◎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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