1_Maya匯出OBJ模型以及obj&mtl程式碼講解
開啟data資料夾,soccerball.obj&soccerball.mtl按右鍵以Notepad++開啟
glBegin(GL_POLYGON); //f開頭的字,面,臉,face,facet
glColor3f(r,g,b);
glTexCoord2f(tx,ty); //vertex texture coordinate ,vt開頭的貼圖座標tx,ty
glNormal3f(nx,ny,nz); //vertex normal ,vn開頭的nx,ny,nz
glVertex3f(x,y,z); //obj file ,v開頭的x,y,z
glEnd();
2_glm讀模型&畫
利用老師傳送的myGLMsample.zip解壓縮
※記得將freeglut下載在桌面,才不會無法執行
開啟04160011_hw1.cbp
可以由" glmReadOBJ("模型路徑/名稱.obj"); "讀取不同的模型檔
按下F9 Build&執行
可以從myGLMsample資料夾中的data資料夾查看可以換成什麼模型
3_NeHe射擊遊戲
Google搜尋NeHe,開啟官網
點選第一個網站,會進到NeHe的網頁,
點進右邊分類的Lessons 31-35
選擇Lesson 32
往下搜尋載點
下載第一個C++版本即可
將剛剛下載下來的檔案解壓縮
執行Lesson32.exe,但不要用全螢幕開啟
用滑鼠點擊目標物,
左下位置會顯示目前的Level 中下位置會顯示得分數 右下會顯示目前還能夠miss的數量
4_WAV音效.MP3音樂
先將待會要播放的音檔複製到myGLMsample資料夾的data資料夾裡面
新增mouse函式來播放音樂,新增控制指令如下:
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/soccerball.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
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 };
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 };
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 <mmsystem.h> //(1)Multimedia system
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutMouseFunc(mouse);
glutDisplayFunc(display);
glutIdleFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
}
5_Keyboard
從FB社團中下載music.zip的壓縮檔
解壓縮後會看到Do — So的音檔
將上面提到的五個音檔複製到myGLMsample資料夾中
延續使用剛剛的程式碼,並且新增keyboard函式,利用數字鍵播放不同的音檔
#include <mmsystem.h> //(1)Multimedia system
void keyboard(unsigned char key,int x,int y)
{ //(5)Add keyboard for Do/Re/Mi/Fa/So
if(key=='1') PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySound("Mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
void keyboard(unsigned char key,int x,int y)
{ //(5)Add keyboard for Do/Re/Mi/Fa/So
if(key=='1') PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySound("Mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
int main(int argc, char**argv)
{
...
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
{
...
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutDisplayFunc(display);
glutIdleFunc(display);
glutIdleFunc(display);
...
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