week11
1. File-New-Project,GLUT專案(把freeglut準備好)1.1 source.zip裡:glm.h放專案:桌面week11_model
1.2 glm.c(改glm.cpp),放專案:桌面week11_model
1.3 transformation.c 複製內容,到我們的main.cpp裡
1.4 在CodeBlocks裡,左邊Add File ,glm.cpp加入
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2.我們開始寫自己的glm程式2.1 #include "glm.h"///使用glm.cpp的外掛
2.2 GLMmodel* pmodel =NULL;///pmodel指標
2.3 void drawmodel()這個函式讀入OBJ,調大小,draw出
2.4 display()裡,呼叫drawmodel()即可
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#include "glm.h"///使用glm.cpp的外掛
GLMmodel* pmodel =NULL;///pmodel指標
void drawmodel(void)
{///使用範例的程式
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);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();///使用範例的程式
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutMainLoop();
}
3.整合打光
3.1 copy上周的"打光的陣列"
3.2 copy上周的"打光的設定"
3.3 調光的位置
3.4 模型轉到陣列

#include "glm.h"///使用glm.cpp的外掛
GLMmodel* pmodel =NULL;///pmodel指標
void drawmodel(void)
{///使用範例的程式
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);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotated(180,0,1,0);
drawmodel();///使用範例的程式
glPopMatrix();
glutSwapBuffers();
}
///打光的陣列
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_DEPTH | GLUT_DOUBLE);
glutCreateWindow("week11");
///打光的設定
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);
glutDisplayFunc(display);
glutMainLoop();
}
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