1. Maya匯出Obj模型
2. glm讀模型、畫模型
3. WAV音效、MP3音樂
4. 回家作業:小遊戲
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1.jsyeh.org/3dcg10下載
source.zip → 下載/Windows/glm.c、glm.h、transformation.c
Windows.zip → 下載/Windows/transformation.exe
data.zip → 下載/Windows/data/soccerball.obj、soccerball.mtl(色彩)
glut32.dll → 下載/Windows/glut32.dll
2.用右鍵Notepad++開啟soccerball.obj、soccerball.mtl
3.myGLMsample.zip解壓縮
開啟04160011_hw1.cdp、Build & 執行
◎改模型
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h" /// (1) include.h檔
GLMmodel * pmodel = NULL; /// (2) 3D模型的變數,Ctrl+F找glm
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) ///如果模型還沒讀好→NULL,!pmodel
{
pmodel = glmReadOBJ("data/al.obj"); ///(3) 讀3D模型
if (!pmodel) exit(0); ///如果模型還沒讀好→NULL,GG,閃退,離開
glmUnitize(pmodel); ///變成單位大小的模型,才不會太大
glmFacetNormals(pmodel); ///重算小面的法向量
glmVertexNormals(pmodel, 90.0); ///重算頂點法向量
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
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 };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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);
glutMainLoop();
}
執行截圖:
◎小遊戲
下載檔案
執行截圖:
◎加音效
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h" /// (1) include.h檔
GLMmodel * pmodel = NULL; /// (2) 3D模型的變數,Ctrl+F找glm
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) ///如果模型還沒讀好→NULL,!pmodel
{
pmodel = glmReadOBJ("data/al.obj"); ///(3) 讀3D模型
if (!pmodel) exit(0); ///如果模型還沒讀好→NULL,GG,閃退,離開
glmUnitize(pmodel); ///變成單位大小的模型,才不會太大
glmFacetNormals(pmodel); ///重算小面的法向量
glmVertexNormals(pmodel, 90.0); ///重算頂點法向量
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
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 };
#include <mysystem.h> /// (1)Multimedia System
void keyboard(unsigned char key,int x,int y)
{
if(key=="1")PlatSound("Do.wav",NULL,SND_ASYNC);
if(key=="2")PlatSound("Re.wav",NULL,SND_ASYNC);
if(key=="3")PlatSound("Mi.wav",NULL,SND_ASYNC);
if(key=="4")PlatSound("Fa.wav",NULL,SND_ASYNC);
if(key=="5")PlatSound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{ ///mouse finction, use PlaySound
PlaySound("C:\\Users\\user\\Downloads\\lesson32\\Lesson32\\Data/Shot.Wav",NULL,SND_ASYNC);
} ///PlaySound的檔名要小心\\ 兩個反斜線,or / 一個斜線
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutMouseFunc(mouse); ///add mouse for shot.wav
glutMouseFunc(keyboard); ///Add keyboard for Do/Re/Mi/Fa/So.wav
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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);
glutMainLoop();
}
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