2021年5月3日 星期一

橘貓(電圖小筆記_week11)

顯示3D模型

首先先下載 glm.c,glm.h,transformation.c接著
glm.c => glm.cpp(c轉成cpp)
接下來都加入到Project裡面
Project->add files...

glm.cpp,glm.h,transformation.cpp加入

改成自己打的

#include "glm.h"
glm是這裡需要使用的一個外掛
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();
    glPushMatrix();        
    glRotatef(180,0,1,0);//轉向
    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week11");
    glutDisplayFunc(display);
    glutMainLoop();
}
都打好之後就會跑出來了


接著加入打光

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };  ///打光

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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