1.先去下載3個範例並解壓縮
source.zip ,windows,zip,data,zip
2.我們要建立自己的Transformation
3.先開起CodeBlocks把GLUT設定好
4.把檔案加進去
5.把三個放進去
6.將glm.c改成點cpp#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 我的3D模型");
glutDisplayFunc(display);
glutMainLoop();
}
11.打光程式碼
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
};
把上面打光的程式碼丟在int main上面
glEnable(GL_DEPTH_TEST);//如果少了這行3D深度測試就會破圖
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);
上面的要丟在
glutMainLoop();上面
因為打光後發現圖片是背面的 我們要把模型轉方向
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(180,0,1,0);
drawmodel();
glPopMatrix();
glutSwapBuffers();
}









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