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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
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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();
}
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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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