2020年5月19日 星期二

Sunnnnnnnnnnnnnn

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CodeBlocks拉
五告阿雜 



加加加加加Add files


dll檔丟到你的專案夾裡面


改路徑



obj放好

偷程式碼

-----
偷:
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;///身體 al
GLMmodel * pmodelB=NULL;///手臂 porsche
GLMmodel * pmodelC=NULL;///手臂 porsche
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=NULL;



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, 3.0f, -5.0f, 0.0f };///光源位置

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 drawbody()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if(model==NULL)
    {
        model = glmReadOBJ("Al.obj");
        glmUnitize(model);
        glmFacetNormals(model);
        glmVertexNormals(model, 90);

    }
    glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
}
int angle=30;
void drawArm()
{
    if(pmodelB==NULL)
    {
        pmodelB=glmReadOBJ("porsche.obj");
        glmUnitize(pmodelB);
        glmFacetNormals(pmodelB);
        glmVertexNormals(pmodelB, 90);
    }
    glPushMatrix();
        glTranslatef(0.25,0,0);
        glRotatef(90, 0,1,0);
        glScalef(0.5,0.5,0.5);
        glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   /// drawbody();
    glPushMatrix();
        glTranslatef(0,0,0);
        glRotatef(angle, 0,0,1);
        glTranslatef(0.25,0,0);
        drawArm();
    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("啥都不會怎麼不去死");
    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();
}

-----
抄也不會抄
上面程式碼複製好 檔案丟好就好


反正我也是看不懂
-----
煩:
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;///身體 al
GLMmodel * pmodelB=NULL;///手臂 porsche
GLMmodel * pmodelC=NULL;///手臂 porsche
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=NULL;



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, 3.0f, -5.0f, 0.0f };///光源位置

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 drawbody()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if(model==NULL)
    {
        model = glmReadOBJ("Al.obj");
        glmUnitize(model);
        glmFacetNormals(model);
        glmVertexNormals(model, 90);
    }
    glPushMatrix();
        glRotatef(180,0,1,0);
        glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
int angle=30;
void drawArm()
{
    if(pmodelB==NULL)
    {
        pmodelB=glmReadOBJ("porsche.obj");
        glmUnitize(pmodelB);
        glmFacetNormals(pmodelB);
        glmVertexNormals(pmodelB, 90);
    }
    glPushMatrix();
        glTranslatef(0.25,0,0);
        glRotatef(90, 0,1,0);
        glScalef(0.5,0.5,0.5);
        glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   drawbody();
    glPushMatrix();
        glTranslatef(0.5,0.4,0);
        glRotatef(angle, 0,0,1);
        glTranslatef(0.3,0,0);
        drawArm();
        glPushMatrix();
            glTranslatef(0.25,0,0);
            glRotatef(angle, 0,0,1);
            glTranslatef(0.3,0,0);
            drawArm();
        glPopMatrix();
    glPopMatrix();

    glPushMatrix();
        glTranslatef(-0.5,0.4,0);
        glRotatef(angle, 0,0,1);
        glTranslatef(-0.3,0,0);
        drawArm();
        glPushMatrix();
            glTranslatef(-0.25,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(-0.3,0,0);
            drawArm();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x ,int y)
{
    oldX=x;
}
void motion(int x, int y)
{
    angle += (x-oldX);
    oldX=x;
    glutPostRedisplay();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("啥都不會怎麼不去死");
    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);


    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();
}
-----


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