jsyeh.org/3dcg10
下載
win32.zip---解壓縮到資料夾
data.zip-----點開 拖裡面的data資料夾到資料夾
glut32.dll---移到資料夾
source.zip裡面都是原始很長的程式碼 --看 glm.h & glm.c & transformation.c
2.打開貝殼專案兩個路徑&咒語





要把這幾個加到資料夾

把main.cpp刪掉


如果歪掉移一下視窗會修正
3.

把transformation.c另存新檔save.as改成myOBJ.cpp
去專案資料夾把glm.c改成glm.cpp

編輯myOBJ.cpp

程式碼
#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();
}



4.調光
#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);
}
glPushMatrix();///加這個用滑鼠點了就不會有反應 不然會轉
glRotatef(90,0,1,0);
glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///
glutSwapBuffers();
}
GLfloat pos[]= {0.0,0.0,-1.0,0.0};///設光的位置
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);///要記得宣告pos的陣列
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);///深度
glutMainLoop();
}

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