一、延續上禮拜的進度
1.上禮拜strdup的問題,進入setting->compiler裡面將第二行的打勾取消就OK了
why? 因為這是舊式的寫法,2011年的C++無法編譯
2.這樣就可以執行了
二、打光及轉動
1.以下是projection.cpp的程式碼
藍色是打光程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ///3D深度測試,清depth buffer 才能正確繪圖
drawmodel();
glutSwapBuffers();
}
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 }; /// 控制打光角度方向,-1.0會從背後照
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glEnable(GL_DEPTH_TEST); ///3D深度測試,打開Enable
glEnable(GL_LIGHT0); ///打開Enable
glEnable(GL_LIGHTING); ///打開Enable
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutDisplayFunc(display);
glutMainLoop();
}
2.以下是目前的結果
3.再來我們要輸入mouse、keyboard函式
綠色是新增的程式碼
#include <GL/glut.h>
#include <stdio.h> ///呼叫printf
#include "glm.h"
void keyboard(unsigned char key,int x,int y)
{
printf("Now:%c (%d %d)\n",key,x,y);
}
void mouse(int button,int state,int x,int y)
{
}
GLMmodel* pmodel = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
這樣就可以用鍵盤找圖的座標
4.
以下紅色為鍵盤轉動的程式碼
以下青色為滑鼠轉動的程式碼
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel* pmodel= NULL;
int rotateX=0,rotateY=0,rotateZ=0;
int oldX=0,oldY=0,oldZ=0;
void keyboard(unsigned char key,int x,int y)
{
printf("Now:%c (%d %d)\n",key,x,y);
if(key=='1') rotateX++;
if(key=='2') rotateY++;
if(key=='3') rotateZ++;
glutPostRedisplay(); ///貼出公告,請電腦有空時,把畫面重新display
}
void mouse(int button,int state,int x,int y)
{
printf("button:%d state:%d (%d %d)\n",button,state,x,y);
{
oldX=x; oldY=y;
}
}
void motion(int x,int y)
{
rotateY+= -(x-oldX);
rotateX+= -(y-oldY);
oldX=x,oldY=y;
glutPostRedisplay();
}
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(rotateX, 1,0,0); ///更改旋轉角度
glRotatef(rotateY, 0,1,0); ///更改旋轉角度
glRotatef(rotateZ, 0,0,1); ///更改旋轉角度
drawmodel();
glPopMatrix();
glutSwapBuffers();
}
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
以下紅色為鍵盤轉動的程式碼
以下青色為滑鼠轉動的程式碼
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel* pmodel= NULL;
int rotateX=0,rotateY=0,rotateZ=0;
int oldX=0,oldY=0,oldZ=0;
void keyboard(unsigned char key,int x,int y)
{
printf("Now:%c (%d %d)\n",key,x,y);
if(key=='1') rotateX++;
if(key=='2') rotateY++;
if(key=='3') rotateZ++;
glutPostRedisplay(); ///貼出公告,請電腦有空時,把畫面重新display
}
void mouse(int button,int state,int x,int y)
{
printf("button:%d state:%d (%d %d)\n",button,state,x,y);
///mouse drag:(1)mouse down (2)drag (3)mouse up
if(state==GLUT_DOWN){
oldX=x; oldY=y;
}
}
void motion(int x,int y)
{
rotateY+= -(x-oldX);
rotateX+= -(y-oldY);
oldX=x,oldY=y;
glutPostRedisplay();
}
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(rotateX, 1,0,0); ///更改旋轉角度
glRotatef(rotateY, 0,1,0); ///更改旋轉角度
glRotatef(rotateZ, 0,0,1); ///更改旋轉角度
drawmodel();
glPopMatrix();
glutSwapBuffers();
}
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMainLoop();
}




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