2021年5月3日 星期一

是我是我詐騙 Week11

 

🖨 3D模型 🖥


1.設定

source\ glm.h, glm.c, transformation.c 都放在專案的資料夾裡

glm.c =改名=> glm.cppAdd File 放到專案裡

transformation.c 的程式放到 main 




2.把模型(data)放到freeglut\bin



3.製作自己的模型



程式碼如下:


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

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_DEPTH | GLUT_DOUBLE);
glutCreateWindow("08160554");
    glutDisplayFunc(display);
  glutMainLoop();

}



4.打光




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();     ///車子要轉180度
        glRotatef(180,0,1,0);
        drawmodel();
    glPopMatrix();
    glutSwapBuffers();
}

///打光
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_DEPTH | GLUT_DOUBLE);
    glutCreateWindow("08160554");

    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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