2018年4月16日 星期一

Week 08 潘家智的筆記

http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載 data win32 glut32.dll source
將windows解壓縮 把glut32.dll複製到windows資料夾中
再把data資料夾解壓縮放入windows資料夾

並執行windows資料夾中的Light Material.exe




開啟codeblock新增glut專案把main的程式碼改寫
if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

    glPopMatrix();


再從source裡面複製這三個檔案把附檔名黨成.cpp放到自己的專案裡

改變設定取消打勾

再把data資料夾複製到freeglut資料夾的bin裡面

執行程式



將main程式改寫
#include "glm.h"
GLMmodel * pmodel =NULL;
static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT |  GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
        if(!pmodel){
        pmodel = glmReadOBJ("data/porsche.obj");
        if(!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
        }

        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
        ///glutSolidCone(1,1,slices,stacks);
    glutSwapBuffers();

}

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 };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    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();

    return EXIT_SUCCESS;

}

增加程式碼
void motion(int x,int y)
{
    angle=x;
    glutPostRedisplay();
}
並把一些注解掉

新增程式碼
glPushMatrix();
        glTranslatef(0.4,0,0);
        glRotatef(angle,0,0,1);
        glTranslatef(0.4,0,0);
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
      glPopMatrix();

註解///glRotatef(angle,0,1,0);

新增程式
glPushMatrix();
        glTranslatef(-0.4,0,0);
        glRotatef(angle,0,0,1);
        glTranslatef(-0.4,0,0);
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
      glPopMatrix();

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