2022年4月12日 星期二

UCC的上課筆記WEEK08

 Step0. 重複上上週的步驟

 0-1 至https://jsyeh.org/3dcg10 下載3個檔案

 0-2 windows.zip =解壓=> 下載\windows\Light Material.exe

     data.zip =解壓=>下載\windows\data\模型.org

     source.zip

    開啟LightMaterial.exe(今日的主角)

  Step1. 複習上週的打光程式,確定大家在家可以執行


  Step2.實作時間٩(๑❛ᴗ❛๑)۶

      2-1-1.Moodle 下載 freeglut....zip

      2-1-2.將桌面freeglut 中的 lib裡面有 libfreeglut.a複製貼在同一資料夾中,

      後將其檔案名稱改成 libglut32.a(是為了能在CodeBlocks中成功開啟檔案!

      2-1-3.從GLUT,source.zip偷程式碼,放入Notepad++

  

  Step3.了解GLUT範例 sample.cpp 177行做甚麼事

  /*

 * GLUT Shapes Demo

 *

 * Written by Nigel Stewart November 2003

 *

 * This program is test harness for the sphere, cone

 * and torus shapes in GLUT.

 *

 * Spinning wireframe and smooth shaded shapes are

 * displayed until the ESC or q key is pressed.  The

 * number of geometry stacks and slices can be adjusted

 * using the + and - keys.

 */


#ifdef __APPLE__

#include <GLUT/glut.h>

#else

#include <GL/glut.h>

#endif


#include <stdlib.h>


static int slices = 16;

static int stacks = 16;


/* GLUT callback Handlers */


static void resize(int width, int height)

{

    const float ar = (float) width / (float) height;


    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);


    glMatrixMode(GL_MODELVIEW);

    glLoadIdentity() ;

}


static void display(void)

{

    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;

    const double a = t*90.0;


    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glColor3d(1,0,0);


    glPushMatrix();

        glTranslated(-2.4,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidSphere(1,slices,stacks);

    glPopMatrix();


    glPushMatrix();

        glTranslated(0,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidCone(1,1,slices,stacks);

    glPopMatrix();


    glPushMatrix();

        glTranslated(2.4,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidTorus(0.2,0.8,slices,stacks);

    glPopMatrix();


    glPushMatrix();

        glTranslated(-2.4,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireSphere(1,slices,stacks);

    glPopMatrix();


    glPushMatrix();

        glTranslated(0,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireCone(1,1,slices,stacks);

    glPopMatrix();


    glPushMatrix();

        glTranslated(2.4,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireTorus(0.2,0.8,slices,stacks);

    glPopMatrix();


    glutSwapBuffers();

}



static void key(unsigned char key, int x, int y)

{

    switch (key)

    {

        case 27 :

        case 'q':

            exit(0);

            break;


        case '+':

            slices++;

            stacks++;

            break;


        case '-':

            if (slices>3 && stacks>3)

            {

                slices--;

                stacks--;

            }

            break;

    }


    glutPostRedisplay();

}


static void idle(void)

{

    glutPostRedisplay();

}


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 };


/* Program entry point */


int main(int argc, char *argv[])

{

    glutInit(&argc, argv);

    glutInitWindowSize(640,480);

    glutInitWindowPosition(10,10);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);


    glutCreateWindow("GLUT Shapes");


    glutReshapeFunc(resize);

    glutDisplayFunc(display);

    glutKeyboardFunc(key);

    glutIdleFunc(idle);


    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();


    return EXIT_SUCCESS;

}

    GLUT callback?會被GLUT呼叫的函示

    (我們寫的那些display() keyboard() mouse() motion()函示)

 期中考題

glPushMatrix();//備份矩陣

  glTranslatef(x,y,z);//移動

  glRotatef(角度,x,y,z);//轉動

  glScalef(x,y,z);//縮放

glPopMatrix();//還原矩陣

函示呼叫

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 };

函示宣告

 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);

 Step4.拿去上週的程式碼(week06_light)
  #include <GL/glut.h>
   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 };
 void display()
 {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
    glutSwapBuffers();
 }
 int main(int argc, char *argv[])//main()
 {
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week06 light");

    glutDisplayFunc(display);//
    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();
 }
  Step 4-1 git 下載你上週的程式
          git clone 下來 或在你的專案資料夾裡 git pull
          把上週的light檔案在NOTEPAD++裡開啟,複製貼上在WEEK08的main.cpp
          執行時會跑出有光澤的黃色茶壺


    Step 4-2
       把 sourse.zip看裡面的3個程式 glm.h glm.c lightmaterial.cpp
       拿裡面的程式來用,便能讀入3D模型

  Step4-2-1
   #include <GL/glut.h>//是系統裡的include 裡的檔案
   #include "glm.h" //雙引號,同目錄裡的檔案
   GLMmodel* pmodel = NULL;//指到GLMmodel模型的指標,NULL表示還沒完成
    void
    drawmodel(void)
       {
        if (!pmodel) {
    pmodel = glmReadOBJ("data/soccerball.obj");
    if (!pmodel) exit(0);
    glmUnitize(pmodel);
    glmFacetNormals(pmodel);
    glmVertexNormals(pmodel, 90.0);
        }
     glmDraw(pmodel, GLM_SMOOTH);
        }//用來畫3D模型的程式碼,學習他            
  
  
Step4-2-2
   1.用哪一行程式? drawmodel()把DISDLAY裡的茶壺用前面程式取代
   2.檔案在哪裡?要放在working dir工作目錄
   3.在CodeBlocks下方藍色的Build Log說我們的目錄在...
   4.C:\Users\YUXUAN\Desktop\freeglut\bin
   5.把剛剛下載的DATA.zip裡的data資料夾整個放在工作目錄中
   6.把glm.h 和 glm.c(改名成glm.cpp) 放在week08_model目錄中
   7.附檔名要看到才行
   8.在week08_model專案中ADD 剛剛同目錄的glm.cpp
(以上步驟做完會出現一顆黃色足球😭😭😭)
講解各種模型,可以自己改,在把專案saveproject存檔放到GitHub裡

Step5.
.mtl(material)3D模型檔

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VERY BEAUTIFUL, VERY POWERFUL

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