I am new to OpenGL and Shaders.
I want to write a toon shader.
I have this OpenGL code:
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
float black[] = { 0.0, 0.0, 0.0, 1.0 };
float red[] = { 1.0, 0.0, 0.0, 1.0 };
float green[] = { 0.0, 1.0, 0.0, 1.0 };
float blue[] = { 0.0, 0.0, 1.0, 1.0 };
float white[] = { 1.0, 1.0, 1.0, 1.0 };
float lowAmbient[] = { 0.2, 0.2, 0.2, 1.0 };
float fullAmbient[] = { 1.0, 1.0, 1.0, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, blue);
glMaterialfv(GL_FRONT, GL_DIFFUSE, blue);
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialf(GL_FRONT, GL_SHININESS, 128.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, lowAmbient);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -9);
glRotatef(45, 1, 0, 0);
glRotatef(45, 0, 0, 1);
glBegin(GL_QUADS);
//front
glNormal3f(0.0, 0.0, -1.0);
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
//back
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
glVertex3f(1.0, -1.0, -1.0);
glVertex3f(-1.0, -1.0, -1.0);
glVertex3f(-1.0, 1.0, -1.0);
//right
glNormal3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, -1.0);
glVertex3f(1.0, 1.0, -1.0);
//left
glNormal3f(-1.0, 0.0, 0.0);
glVertex3f(-1.0, 1.0, -1.0);
glVertex3f(-1.0, -1.0, -1.0);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
//top
glNormal3f(0.0, 1.0, 0.0);
glVertex3f(-1.0, 1.0, -1.0);
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
//bottom
glNormal3f(0.0, -1.0, 0.0);
glVertex3f(-1.0, -1.0, -1.0);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, -1.0);
glEnd();
//Swap back and front buffer
glutSwapBuffers();
}
void init()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float ambientLight[] = { 0.2,0.2,0.2,1.0 };
float diffuseLight[] = { 0.8,0.8,0.8,1.0 };
float specularLight[] = { 1.0,1.0,1.0,1.0 };
float lightPosition[] = { 0.5,0.5,0.0,1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
}
My Shader Codes:
#shader vertex
#version 330 core
void main()
{
}
#shader fragment
#version 330 core
vec3 LightPosition = gl_LightSource[0].position;//I don't know this is true or not
vec3 Normal;//I don't know how to calculate
void main()
{
vec4 color1 = gl_FrontMaterial.diffuse + gl_FrontMaterial.specular +
gl_FrontMaterial.ambient;
vec4 color2;
float intensity = dot(LightPosition, Normal);
if (intensity > 0.95) color2 = vec4(1.0, 1.0, 1.0, 1.0);
else if (intensity > 0.75) color2 = vec4(0.8, 0.8, 0.8, 1.0);
else if (intensity > 0.50) color2 = vec4(0.6, 0.6, 0.6, 1.0);
else if (intensity > 0.25) color2 = vec4(0.4, 0.4, 0.4, 1.0);
else color2 = vec4(0.2, 0.2, 0.2, 1.0);
gl_FragColor = color1 * color2;
}
To calculate light intensity and apply colors to my cube object I should know normals.
How can I calculate, or if there is a way, reach them?
(I have no problem with the shader compilation, or other OpenGL stuff. If I close my shader compilation lines I can see a green cube.)
Related
I am trying to make a video game using Nim and OpenGL. I am using GLFW. I have some code to make a cube meant to be grass. However, when I run my program, I see a light blue background, but no cube. I have tried moving the camera around to different positions and this did not work. Does anyone know why this is?
Code:
import nimgl, nimgl/[opengl, glfw]
import strutils, os
# import camera, controller, dataprotocol, inventory
proc drawAll(xpos: float, ypos: float, zpos: float, window: GLFWWindow): void =
glfwPollEvents()
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(1.55+xpos, -1.75+ypos, -7.0+zpos)
glBegin(GL_TRIANGLES)
# Top face
glColor3f(0.0, 1.0, 0.0) # Green
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
# Bottom face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Front face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
# Back face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
# Left face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Right face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, 1.0, 1.0)
glVertex3f(1.0, -1.0, 1.0)
glVertex3f(1.0, -1.0, -1.0)
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, -1.0, 1.0)
glEnd()
window.swapBuffers()
proc esc(window: GLFWwindow, key: int32, scancode: int32, action: int32, mods: int32){.cdecl.} =
if action == GLFWPress:
if key == int(GLFWKey.Escape):
window.setWindowShouldClose(true)
discard window.setKeyCallback(GLFWKeyFun(esc))
# var blocks = string(open("blocks.bmc").readAll).split(";")
discard glfwInit()
glfwWindowHint(GLFWContextVersionMajor, 3)
glfwWindowHint(GLFWContextVersionMinor, 3)
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE) # Used for Mac
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE) # Used for Mac
glfwWindowHint(GLFWResizable, GLFW_FALSE)
let window = glfwCreateWindow(800, 600, "BlueMC") # Making a window
window.makeContextCurrent
doAssert glInit()
glClearColor(GLFloat(172.0/255.0), GLFloat(246.0/255.0), GLFloat(246.0/255.0), GLFloat(1.0))
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glShadeModel(GL_SMOOTH)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
var xpos, ypos, zpos: float
if paramCount() == 0:
xpos = 0.0
ypos = 0.0
zpos = 0.0
elif paramCount() == 3:
xpos = parseFloat(paramStr(1))
ypos = parseFloat(paramStr(2))
zpos = parseFloat(paramStr(3))
while not window.windowShouldClose():
drawAll(xpos, ypos, zpos, window)
window.destroyWindow()
glfwTerminate()
what I did to make your code work:
deleted these lines:
glfwWindowHint(GLFWContextVersionMajor, 3)
glfwWindowHint(GLFWContextVersionMinor, 3)
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE) # Used for Mac
glfwWindowHint(GLFWOpenglForwardCompat, GLFW_TRUE) # Used for Mac
enabled GL_DEPTH_CLAMP (maybe this will be a problem in the future, i'm not an expert, still it draws this cube without clipping it):
glEnable(GL_DEPTH_TEST)
glEnable(GL_DEPTH_CLAMP)
also i moved this line after glfwCreateWindow proc call:
discard window.setKeyCallback(GLFWKeyFun(esc))
i am learning too and can't explain this and that, just was curious to make it work.
here i'm rotating your cube:
import nimgl/[opengl, glfw]
proc drawAll(window: GLFWWindow) =
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glScalef(0.5,0.5,1)
glRotatef(-45,1,0,0)
glRotatef(glfwGetTime()*100,0,1,0)
glBegin(GL_TRIANGLES)
# Top face
glColor3f(0.0, 1.0, 0.0) # Green
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
# Bottom face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Front face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
# Back face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
# Left face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Right face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, 1.0, 1.0)
glVertex3f(1.0, -1.0, 1.0)
glVertex3f(1.0, -1.0, -1.0)
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, -1.0, 1.0)
glEnd()
window.swapBuffers()
proc esc(window: GLFWwindow, key: int32, scancode: int32, action: int32, mods: int32){.cdecl.} =
if action == GLFWPress:
if key == int(GLFWKey.Escape):
window.setWindowShouldClose(true)
discard glfwInit()
glfwWindowHint(GLFWResizable, GLFW_FALSE)
let window = glfwCreateWindow(800, 600, "BlueMC") # Making a window
discard window.setKeyCallback(GLFWKeyFun(esc))
window.makeContextCurrent
doAssert glInit()
glClearColor(172.0/255.0, 246.0/255.0, 246.0/255.0, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_DEPTH_CLAMP)
while not window.windowShouldClose():
drawAll(window)
glfwPollEvents()
window.destroyWindow()
glfwTerminate()
I am new to OpenGL, I made this to switch menu in between ambient, diffuse and specular, position light. It works but looks weird
The code (relevant part ) is:
void gfxinit(void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 0.0, 1.0, 1.0 };
GLfloat light_direction[] = { -1, -2, -1, 1 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 1.0, 0.0 };
GLfloat global_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glClearColor(0.0, 0.0, 0.0, 1.0); //background Color
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glutSolidSphere(1.0, 30, 12);
glEndList();
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT3, GL_POSITION, light_position);
glLightf(GL_LIGHT4, GL_SPOT_EXPONENT, 2.0);
}
and
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, tdist);
glRotatef((GLfloat)spinx, 1.0, 0.0, 0.0);
glRotatef((GLfloat)spiny, 0.0, 1.0, 0.0);
glRotatef((GLfloat)spinz, 0.0, 0.0, 1.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, gray);
glMaterialfv(GL_FRONT, GL_DIFFUSE, cyan);
glMaterialfv(GL_FRONT, GL_SPECULAR, gray);
glMaterialfv(GL_FRONT, GL_POSITION, white);
glMaterialf(GL_FRONT, GL_SHININESS, 70);
glMaterialfv(GL_FRONT, GL_SPECULAR, light_param);
glEnable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
if (value == 2) {//ambient
glEnable(GL_LIGHT0);
glPolygonOffset(polyfactor, polyunits);
glCallList(list);
glDisable(GL_LIGHT0);
}
else if (value == 3) {//diffuse
glEnable(GL_LIGHT1);
glPolygonOffset(polyfactor, polyunits);
glCallList(list);
glDisable(GL_LIGHT1);
}
Really thanks if someone can tell me whether there is mistake here or not! Thanks!
I'm making a square arm with push-pop matrix and pop-up menu entries. I want to make the objects rotate individually, so I create the code below but the one finger moves along with the others. Why is it moving together?
void display(void) {
glClear(GL_COLOR_BUFFER_BIT);
draw_lines();
glPushMatrix();
glColor3f(1.0, 1.0, 1.0);
glTranslatef(-1.0, 0.0, 0.0);
glRotatef((GLfloat)shoulder, 0.0, 0.0, 1.0);
glTranslatef(1.0, 0.0, 0.0);
glPushMatrix();
glScalef(2.0, 0.4, 1.5);
glutWireCube(1.0); //First square(Shoulder)
glPopMatrix();
glTranslatef(1.0, 0.0, 0.0);
glRotatef((GLfloat)elbow, 0.0, 0.0, 1.0);
glTranslatef(1.0, 0.0, 0.0);
glPushMatrix();
glScalef(2.0, 0.4, 1.5);
glutWireCube(1.0); //Second Square(Elbow)
glPopMatrix();
glTranslatef(1.0, 0.0, 0.0);
glRotatef((GLfloat)finger_1, 0.0, 0.0, 1.0);
glTranslatef(0.25, 0.0, 0.7);
glPushMatrix();
glScalef(0.5, 0.2, 0.2);
glutWireCube(1.0); //First Finger
glPopMatrix();
glTranslatef(-0.3, 0.0, 0.0);
glRotatef((GLfloat)finger_2, 0.0, 0.0, 1.0);
glTranslatef(0.25, 0.0, -0.4);
glPushMatrix();
glScalef(0.5, 0.2, 0.2);
glutWireCube(1.0); //Second Finger
glPopMatrix();
glTranslatef(-0.3, 0.0, 0.0);
glRotatef((GLfloat)finger_3, 0.0, 0.0, 1.0);
glTranslatef(0.25, 0.0, -0.5);
glPushMatrix();
glScalef(0.5, 0.2, 0.2);
glutWireCube(1.0); //Third Finger
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
Object rotation is made by separate functions.
My particles are not glowing. I searched on the internet that its been done with
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
This piece of code changes my particles, but it is not glowing. Can anybody see what is wrong in my code? Here are the relevant codes:
void init (void) {
glEnable (GL_LIGHTING); //enable the lighting
glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
glEnable (GL_LIGHT1); //enable LIGHT1, our Ambient Light
glEnable(GL_BLEND);
// glEnable(GL_DEPTH);
// glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
void update()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(g_orientation, 0.0, 1.0, 0.0); // rotate in y axis
glTranslatef(-g_posX, -g_posY, -g_posZ);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
GLfloat DiffuseLight[] = {dlr, dlg, dlb}; //set DiffuseLight[] to the specified values
GLfloat AmbientLight[] = {alr, alg, alb}; //set AmbientLight[] to the specified values
glLightfv (GL_LIGHT0, GL_DIFFUSE, DiffuseLight); //change the light accordingly
glLightfv (GL_LIGHT1, GL_AMBIENT, AmbientLight); //change the light accordingly
GLfloat LightPosition[] = {lx, ly, lz, lw}; //set the LightPosition to the specified values
glLightfv (GL_LIGHT0, GL_POSITION, LightPosition); //change the light accordingly
glColorMaterial(GL_FRONT,GL_DIFFUSE);
drawRockets();
if(explosion == true){
drawParticles();
}
drawMolen();
glutSwapBuffers();
if(rotate==1)
angle++;
}
//commonly used material values
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat default_ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };
GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 };
GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 };
GLfloat default_diffuse[] = {0.8, 0.8, 0.8, 1.0};
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat no_shininess[] = { 0.0 };
GLfloat low_shininess[] = { 5.0 };
GLfloat high_shininess[] = { 100.0 };
GLfloat mat_emission[] = {0.3, 0.5, 0.9, 0.0};
GLfloat mat_emission1[] = {0.0, 1.0, 0.2, 1.0};
GLfloat mat_emission2[] = {0.0, 0.0, 1.0, 0.0};
GLfloat mat_emission3[] = {1.0, 1.0, 0.0, 0.0};
Here is another example how I want my glutsolidspheres to be:
Ball of Light (Light, Material?) glutsolidsphere
I am making an apartment with C++ and openGl. I have made basic walls, roof and floor by just declaring points in the drawing function and everything of course works but code is messy and adding furniture this way would of course be very painful. So I am asking how should I organize my objects and format drawing function?
Here's the current code:
// Floor and roof of room 1
glBegin(GL_QUADS);
glNormal3f(0.0, 1.0, 0.0);
glColor3f(0.0, 1.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 1.0);
glNormal3f(0.0, -1.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(0.0, 1.0, 1.0);
glEnd();
// Walls
glBegin(GL_QUAD_STRIP);
glNormal3f(1.0, 0.0, 0.0);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0,0.0,1.0);
glVertex3f(0.0,1.0,1.0);
glNormal3f(0.0, 0.0, -1.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(1.0, 0.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glNormal3f(-1.0, 0.0, 0.0);
glColor3f(0.5, 0.0, 0.5);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glEnd();
And so on for room 2 and door spots..
Any places to read about this subject?
You can use 3d modelling software, e.g. →Blender to define your geometry etc. Then I recommend to use →Assimp to load the exported model. Also recommend to avoid the old fixed-function pipeline – write your own little scenegraph engine and manage your matrices and 3d math with →GLM