1.將老師要求的source 、 windows 、data資料夾解壓縮,將source裏頭的glm.c改成glm.cpp。
2.老樣子的開啟glut專案,將glut專案加入
3.將glm.cpp和glm.h移至glut專案
資料夾
4.codeblocks add file glm.cpp
![]() 5.將剛才解壓縮的data資料夾丟入freeglut的bin資料夾中。 |
(程式碼如下)
#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("week11");
glutDisplayFunc(display);
glutMainLoop();
}
(程式碼如下)
#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);
glPushMatrix();
glRotatef(180,0,1,0);
drawmodel();
glPopMatrix();
glutSwapBuffers();
}
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("week11");
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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