2018年4月16日 星期一

Week_08 +0筆記

打開GLUT

讓模型旋轉(改變成茶壺)
glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTeapot(1);
    glPopMatrix();

打光 Light Material.exe
CodeBlock. File - New Project - GLUT
3D Model . (glm.h(glm.c改glm.cpp)
放到 :
     (A)#include "glm.h"
     (B)GLMmodel * pmodel = NULL;
     (C)畫模型


陣列 ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
                   ...[ ] = {...};
勾勾要拿掉!

main()打光設定



#include "glm.h"
GLMmodel * pmodel=NULL;
float angle=0;

void motion(int x,int y)
{
    angle = x;
    glutPostRedisplay();
}

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
        glRotatef(angle,0,1,0);
    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);
    glPopMatrix();
    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 };

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

    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();

}

畫簡


#include "glm.h"
GLMmodel * pmodel=NULL;
float angle=0;
void motion(int x,int y)
{
    angle = x;
    glutPostRedisplay();
}

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);///身體
            ///glutSolidCone(1,1,slices,stacks);
        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(0.4,0,0);
            glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);///右手臂
        glPopMatrix();

        glPushMatrix();
            glTranslatef(-0.4,0,0);
            glRotatef(-angle,0,0,1);
            glTranslatef(-0.4,0,0);
            glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);///左手臂
        glPopMatrix();

    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 };

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

    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();

}



沒有留言:

張貼留言