2017年5月6日 星期六

weeek11麥

1.先去下載3D Ecploration

1.81免費試用版本(4.5MB)
解壓縮後
打開下載的data裡的 ex.soccerball


打開下載的data裡的soccer



把檔案存成OPENGL檔
再用Notepad++打開看看

Codeblock開啟OpenGL的專案
加入soccerball.cpp加入
會有以下兩行錯誤要刪除


2.3D模型開海豚


存檔時要調成visible

 讓海豚組合

#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = 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/dolphins1.obj");  //第一隻
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
        }

        if (!pmodel2) {
        pmodel2 = glmReadOBJ("data/dolphins2.obj");  //第二隻
        if (!pmodel2) exit(0);
        glmUnitize(pmodel2);
        glmFacetNormals(pmodel2);
        glmVertexNormals(pmodel2, 90.0);
        }

        if (!pmodel3) {
        pmodel3 = glmReadOBJ("data/dolphins3.obj");  //第三隻
        if (!pmodel3) exit(0);
        glmUnitize(pmodel3);
        glmFacetNormals(pmodel3);
        glmVertexNormals(pmodel3, 90.0);
        }

        glPushMatrix();  //第一隻
            glTranslatef(0,0,0);//移動
            glRotatef(90,0,1,0);//旋轉
            glScalef(0.8,0.8,0.8);//縮放
            glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();

        glPushMatrix();  //第二隻
            glTranslatef(0.5,0,0);//移動
            glScalef(0.4,0.4,0.4);//縮放
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();

        glPushMatrix();  //第三隻
            glTranslatef(-0.5,0,0);//移動
            glRotatef(180,0,1,0);//旋轉
            glScalef(0.4,0.4,0.4);//縮放
            glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();
    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 <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)
{  
    PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
    glutCreateWindow("Yes, 3D Model Here");
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    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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