2017年5月2日 星期二

Week11_吳宣旻

WEEK11  課堂der筆記筆記 


課堂作業1~~~足球

1.搜尋3D Exploration下載程式,解壓至桌面並完成安裝

2.至老師的網頁下載data檔,解壓至桌面
  http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/

3.執行3D Exploration程式,找到剛剛data路徑,查看模型

4.按照下徒步驟,把足球模型另存成cpp



5.開啟CodeBlocks,新增一個OpenGl專案
6.將原本main裡面的程式刪除

7.新增足球程式


8.測試執行失敗,將錯誤此兩行程式刪除

9.執行程式碼結果


課堂作業1~~~海豚

1.使用3D Exploration,將三隻海豚分別輸出
2.照下圖所示另存,重複相同步驟三次(dolph1、dolph2、dolph3)



3.開起老師給的檔案myGLMsample、freeglut
4.將剛剛存的三個海豚檔拉至myGLMsample的data裡

#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");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
        }

        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

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

        glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);

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

        glmDraw(pmodel3, 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();
}



glPushMatrix();
            glTranslatef(0,0,0);
            glRotatef(90,0,1,0);
            glScalef(0.8,0.8,0.8);
            glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();

        glPushMatrix();
            glTranslatef(-0.5,0,0);
            glScalef(0.4,0.4,0.4);
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();

        glPushMatrix();
            glTranslatef(0.5,0,0);
            glScalef(0.4,0.4,0.4);
            glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();


沒有留言:

張貼留言