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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