2021年5月3日 星期一

WEEK11 姨媽痛

打光立體感

1.先將老師給的檔解壓縮
windows.zip
data.zip
source.zip
glut32.dll

2.打開GLUT專案 建新專案
2.1 source.zip: glm.h glm.c(改成cpp檔) 放入codeblack檔案裡
2.2 transformation.c 複製內容,到main函式裡


一開始只會閃退,跑出黑屏


 3.將data檔案放入freeglut\bin


接著就可以跑出來了!!




賓士範例:data/porsche.obj

打光!!讓圖片立體感

#include "glm.h" ///外掛程式 glm.cpp 
GLMmodel* pmodel = NULL; ///pmodel指標

void drawmodel(void)
{
    if(!pmodel){
        pmodel = glmReadOBJ("data/Al.obj"); ///人的範例
        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();
    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_DOUBLE | GLUT_DEPTH);
    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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