2021年5月3日 星期一

ox

 課程內容:

1.解壓縮檔案









2.transformation.c 複製內容到main.cpp裡面

   再加入glm.cpp









3.加入data後執行









4.做出一台車子









#include "glm.h"

GLMmodel* pmodel = NULL;

void

drawmodel(void)

{

    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();

    glutSwapBuffers();

}

int main(  int argc, char** argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("08160112");


    glutDisplayFunc(display);

    glutMainLoop();

}

4.車子轉向再打光


轉向:

glPushMatrix();        

glRotatef(180,0,1,0);

    glPopMatrix();

打光:

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };  ///打光

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_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("08160112");

    glEnable(GL_DEPTH_TEST);    ///打光開始

    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);    ///打光結束

    glutDisplayFunc(display);

    glutMainLoop();

}






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