⚡⛲12週的逼莫⛺⛹
成果
原圖
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * pmodel=NULL;
GLMmodel * ppmodel=NULL;
GLMmodel * pppmodel=NULL;
GLMmodel * ppppmodel=NULL;
float angle=0,angle1=0;
int t=1;
float dx=1,dx1=1;
///光的屬性值
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[] = { 0.0f, 0.0f, -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);///清除背景
if(model==NULL){
model = glmReadOBJ("BIMO.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
if(pmodel==NULL){
pmodel = glmReadOBJ("hand01.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
if(ppmodel==NULL){
ppmodel = glmReadOBJ("hand02.obj");
glmUnitize(ppmodel);
glmFacetNormals(ppmodel);
glmVertexNormals(ppmodel,90);
}
if(pppmodel==NULL){
pppmodel = glmReadOBJ("hand03.obj");
glmUnitize(pppmodel);
glmFacetNormals(pppmodel);
glmVertexNormals(pppmodel,90);
}
if(ppppmodel==NULL){
ppppmodel = glmReadOBJ("hand04.obj");
glmUnitize(ppppmodel);
glmFacetNormals(ppppmodel);
glmVertexNormals(ppppmodel,90);
}
glPushMatrix();
{
glRotatef(180,0,1,0);
glScalef(0.5,0.5,0.5);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(-0.26,0,0);
glRotatef(angle1, 0,0,1);
glTranslatef(0.2,-0.2,0);
glScalef(0.45,0.7,0.7);
glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(-0.15,-0.55,0);
glRotatef(-angle, 0,0,1);
glTranslatef(-0.1,-0.1,0);
glScalef(0.7,0.7,0.7);
glmDraw(ppmodel,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(0.15,-0.55,0);
glRotatef(angle, 0,0,1);
glTranslatef(0.1,-0.1,0);
glScalef(0.7,0.7,0.7);
glmDraw(pppmodel,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(0.26,0,0);
glRotatef(-angle1, 0,0,1);
glTranslatef(-0.2,-0.2,0);
glScalef(0.45,0.7,0.7);
glmDraw(ppppmodel,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
angle+=dx;
if(angle>60) dx=-1;
if(angle<0) dx=+1;
angle1+=dx*4;
if(angle1>60) dx1=-1;
if(angle1<0) dx1=+1;
/// angle1+=2;
glutSwapBuffers();
}
main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glutIdleFunc(display);
///打光1 : 開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2 : 設定light值 (拿前面的陣列來用)
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);
///打光 3: 設定物體material
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();
}



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