今天一開始我們先做好寫Transformation的程式的準備
1.把老師給的glm.c改成glm.cpp
2.把glm.cpp跟glm.h複製到我們的week11-Model專案資料夾裡面3.把transformation用Notepad++打開,把程式全部複製到main.cpp裡
這樣就做好準備了,現在如果按下執行程式,會有一個視窗閃一下就關掉了
所以我們要把data模型放到freeglut/bin裡面
再一次執行,就可以正常跑出程式了

再來我們把main.cpp的程式改成
#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();
}
就可以跑出一個跑車的模型
const GLfloat light_ambient[]= {0.0f,0.0f,0.0,1.0f};
const GLfloat light_diffuse[]= {1.0f,1.0f,1.0,1.0f};
const GLfloat light_specular[]= {1.0f,1.0f,1.0,1.0f};
const GLfloat light_position[]= {2.0f,5.0f,-5.0,0.0f};
const GLfloat mat_ambient[]= {0.7f,0.7f,0.7,1.0f};
const GLfloat mat_diffuse[]= {0.8f,0.8f,0.8,1.0f};
const GLfloat mat_specular[]= {1.0f,1.0f,1.0,1.0f};
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();
}
把上星期的打光程式加上去





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