#include <GL/glut.h>
#include "glm.h"
GLMmodel*model=NULL;
GLMmodel*mode2=NULL;
GLMmodel*mode3=NULL;
GLMmodel*mode4=NULL;
GLMmodel*mode5=NULL;
float angle=0,angle1=0;
float dx=1,dx1=1;
#include <GL/glut.h>
///打光開始 宣告陣列 有光屬性
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, 2.0f, -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);
///以前畫茶壺,今天畫3D模型
if(model==NULL){
model=glmReadOBJ("data/body.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
if(mode2==NULL){
mode2=glmReadOBJ("data/lefthand.obj");
glmUnitize(mode2);
glmFacetNormals(mode2);
glmVertexNormals(mode2,90);
}
if(mode3==NULL){
mode3=glmReadOBJ("data/righthand.obj");
glmUnitize(mode3);
glmFacetNormals(mode3);
glmVertexNormals(mode3,90);
}
if(mode4==NULL){
mode4=glmReadOBJ("data/foot1.obj");
glmUnitize(mode4);
glmFacetNormals(mode4);
glmVertexNormals(mode4,90);
}
if(mode5==NULL){
mode5=glmReadOBJ("data/foot2.obj");
glmUnitize(mode5);
glmFacetNormals(mode5);
glmVertexNormals(mode5,90);
}
glPushMatrix();
{
glTranslatef(0,0.1,0);
glRotatef(5,0,1,0);
glScalef(0.6,0.6,0.6);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(-0.45,-0.1,0);
glRotatef(angle1, 0,0,1);
glTranslatef(0.1,0,0);
glScalef(0.8,0.8,0.8);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(0.35,0,0);
glRotatef(0,0,1,0);
glRotatef(-angle,0,0,1);
glTranslatef(0.1,0,0);
glScalef(0.8,0.8,0.8);
glmDraw(mode3,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(0.3,-0.6,0);
glRotatef(angle,0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.5,0.5,0.5);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(-0.2,-0.63,0);
glRotatef(-angle1,0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.5,0.5,0.5);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
}
glPopMatrix();
angle+=dx*0.1;
if(angle>60) dx=-1;
if(angle<0) dx=+1;
angle1+=dx*0.1;
if(angle1>60) dx1=-1;
if(angle1<0) dx1=+1;
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11自己寫的喔");
glutDisplayFunc(display);
glutIdleFunc(display);
///打光也需要 3D的
glEnable(GL_DEPTH_TEST);
///打光1 開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2 設定光light的設定值
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2.2 物體設定他的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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