2.作業需求
3.3D model 模型
4.Maya 轉 OBJ
5.介紹助教影片資源
(1)
先將source壓縮檔壓縮
將GLM檔案(glm.h、glm.c)放入專案資料夾
glm.c副檔名改成.cpp(2)run 結果
#include "glm.h"
GLMmodel* pmodel = NULL;
int main (int argc, char **argv)
{
pmodel = glmReadOBJ("data/porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
(3) 把3D 模型秀出
#include "glm.h"
GLMmodel* pmodel = NULL;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glFlush();
}
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("GLUT_02160270");
glutDisplayFunc(display);
pmodel = glmReadOBJ("porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glutMainLoop();
}
(4)加上打光效果
GLMmodel* pmodel = NULL;
void display()
{
//打光效果
GLfloat pos[] = { 0.0, 0.0, -1.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///glClear()函数的作用是用当前缓冲区清除值
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glFlush();
}
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("GLUT_02160270");
glutDisplayFunc(display);
pmodel = glmReadOBJ("porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glutMainLoop();
}
沒有留言:
張貼留言