2021年5月3日 星期一

今天鮪魚蛋餅沒了 week11

 week11

步驟:
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

程式碼:
#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:
#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();
        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");

    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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