#include <GL/glut.h>
#include <stdio.h>
#include "glm.h" ///使用glm外掛 glm.h在專案同一目錄裡
GLMmodel *model=NULL; ///這是glm的資料結構 NULL為空
GLMmodel *model2=NULL;
GLMmodel *model3=NULL;
GLMmodel *model4=NULL;
///打光第0步:宣告陣列,裡面有光的屬性值
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, 1.0f, -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 };
float body=180,rh=30,lh=210,lf=120,rf=300;
float a=-0.55,b=-0.59,da=1,db=1;
float dx=2,dy=1,dz=1;
float j=0,jx=1;
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){///如果沒有模型
model = glmReadOBJ("devil.obj"); ///讀入模型
glmUnitize(model); ///Unit單位大小 -1...+1
glmFacetNormals(model); ///算面facet法向量
glmVertexNormals(model, 90); ///在推算出vertex法向量
} ///離開if就有模型
if(model2==NULL){///如果沒有模型
model2 = glmReadOBJ("tri.obj"); ///讀入模型
glmUnitize(model2); ///Unit單位大小 -1...+1
glmFacetNormals(model2); ///算面facet法向量
glmVertexNormals(model2, 90); ///在推算出vertex法向量
}
glPushMatrix(); ///身體
glTranslatef(0,j,0);
glRotatef(body, 0,1,0);
glScalef(1,1,1);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix(); ///右手
glTranslatef(0.38,-0.22,0);
glRotatef(rh, 0,0,1);
glScalef(0.09,0.09,0.09);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); ///左手
glTranslatef(-0.38,-0.22,0);
glRotatef(lh, 0,0,1);
glScalef(0.09,0.09,0.09);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); ///左腳
glTranslatef(-0.2,a,0);
glRotatef(lf, 0,0,1);
glScalef(0.09,0.09,0.09);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); ///右腳
glTranslatef(0.2,b,0);
glRotatef(rf, 0,0,1);
glScalef(0.09,0.09,0.09);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
body+=dx*1; ///全身轉動
if(body>180) dx=-1;
if(body<-180) dx=+1;
rh+=dy*1; ///右手轉動
if(rh>30) dy=-1;
if(rh<0) dy=+1;
lh+=dz*1; ///左手轉動
if(lh>190) dz=-1;
if(lh<160) dz=+1;
a+=da*0.001; ///左腳跳動
if(a>-0.53) da=-1;
if(a<-0.58) da=+1;
b+=db*0.001; ///右腳跳動
if(b>-0.56) db=-1;
if(b<-0.61) db=+1;
j+=jx*0.005; ///跳動
if(j>0.5) jx=-1;
if(j<0) jx=+1;
glutSwapBuffers();
}
static void idle(void)
{
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Devil");
glutDisplayFunc(display);
glutIdleFunc(idle);
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);
///打光2.2:要把物體也設定好它的matreial
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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