2017年4月25日 星期二

Week 10 邱

#第10週上課重點

         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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     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(angle0,1,0);
        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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