2.下載freeglut並把它照之前的步驟解壓縮,然後把原本的程式碼刪掉換成以下程式碼即可得到一個沒有顏色的模型:
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week15");
glutDisplayFunc(display);
glutMainLoop();
}
3.然後將程式碼加上藍色的部分,讓模型的顏色顯示出來
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week15");
glutDisplayFunc(display);
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置
glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的
glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置
glutMainLoop();
}
4.模型的顏色設定好之後接下來是旋轉
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
glutTimerFunc(33, timer, t+1);///NOW3
float angle=t/180.0*3.1415926;///NOW3 算出一個角度
eyeX=cos(angle); eyeZ=sin(angle);///NOW3
glMatrixMode(GL_PROJECTION);///NOW4
glLoadIdentity();///NOW4
glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法
glMatrixMode(GL_MODELVIEW);///NOW3
glLoadIdentity();///NOW3
gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye
0.0, 0.8, 0.0, ///NOW3 LookAt的 center
0, 1, 0);///NOW3 LookAt的 up
glutPostRedisplay();///NOW3 Re-display
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week15");
glutDisplayFunc(display);
glutTimerFunc(33, timer, 0);///NOW3
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置
glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的
glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置
glutMainLoop();
}
5.最後調整攝影機視角
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
glutTimerFunc(33, timer, t+1);///NOW3
float angle=t/180.0*3.1415926;///NOW3 算出一個角度
eyeX=cos(angle); eyeZ=sin(angle);///NOW3
glMatrixMode(GL_PROJECTION);///NOW4
glLoadIdentity();///NOW4
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
glutTimerFunc(33, timer, t+1);///NOW3
float angle=t/180.0*3.1415926;///NOW3 算出一個角度
eyeX=cos(angle); eyeZ=sin(angle);///NOW3
glMatrixMode(GL_PROJECTION);///NOW4
glLoadIdentity();///NOW4
gluPerspective(60, 1, 0.001, 1000);///NOW5
///glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法
glMatrixMode(GL_MODELVIEW);///NOW3
glLoadIdentity();///NOW3
gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye
0.0, 0.6, 0.0, ///NOW3 LookAt的 center
0, 1, 0);///NOW3 LookAt的 up
glutPostRedisplay();///NOW3 Re-display
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week15");
glutDisplayFunc(display);
glutTimerFunc(33, timer, 0);///NOW3
GLfloat light_pos[] = { 0.0, 0.0, 1.0, 0.0 };///NOW2 打光的位置
glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的
glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置
glutMainLoop();
}
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