2020年5月19日 星期二

weeeeeeeeeeeek12


#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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