(2)GLUT基礎原件
(3)Maya會出OBJ檔,並將OBJ檔Load/Draw
(4)回家作業
到http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/網站下載"windows","data","glut32.dll"
解壓縮到windows壓縮後的檔案內
打開Code::Blocks開啟新的貝殼專案
設定咒語
刪除原先建立的程式檔,把"source"檔案內的"glm.c","glm.h","transformation.c"拉入資料夾中
把freeglut>bin內的freeglut.dll和下載的"data"一並放入資料夾
執行程式
把原先transformation.c檔案改名成myOBJ.cpp,把glm.c改成glm.cpp
重新開啟兩個檔案,把myOBJ檔案程式修改
程式
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel=NULL;
void display()
{
glClearColor(1,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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);
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLM model is great!");
glutDisplayFunc(display);
glutMainLoop();
}
記得一定要Rebuild
執行結果
新程式
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel=NULL;
void display()
{
glClearColor(1,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!pmodel)
{
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
} ↓旋轉角度
glRotatef(120,0,1,0);
glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
GLfloat pos[]={0.0,0.0,-1.0,0.0};
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLM model is great!");
glutDisplayFunc(display);
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
執行結果














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