#include <stdio.h>
#include "glm.h"
-------匯入-----------
float angle=0,dx=0;
float angle2=0,dx2=0;
char name[40];
GLMmodel* up[4];
----------設定值------------
void timer(int t)
{
glutTimerFunc(1,timer,t+1);
glutPostRedisplay();
}
-----------計數器-------------
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, 5.0f, -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 };
---------光源宣告---------
void load()
{
if (!up[0])
{
up[0] = glmReadOBJ("data/upv2.obj");
if (!up[0]) printf("no find");
glmUnitize(up[0]);
glmFacetNormals(up[0]);
glmVertexNormals(up[0],0);
}
if (!up[1])
{
up[1] = glmReadOBJ("data/down.obj");
if (!up[1]) printf("no find");
glmUnitize(up[1]);
glmFacetNormals(up[1]);
glmVertexNormals(up[1],0);
}
}
---------讀入bin中data中的upv2與down-----------
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
load();
glPushMatrix();
glRotated(-25,0.2,1,0.2);
glScaled(0.25,0.25,0.25);
//glTranslated(-0.5,2,0);
glRotated(angle2,0,0,1);
glTranslated(0.68,0,0);
glmDraw(up[0], GLM_SMOOTH | GLM_MATERIAL);
glTranslated(0.7,0,0);
glRotated(-angle,0,0,1);
glTranslated(0.6,0,0);
glmDraw(up[0], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
if(angle>60) dx=-1;
if(angle<=0) dx=+1;
angle+=dx;
angle2+=1;
glutSwapBuffers();
}
-----------顯示旋轉-----------
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(600,600);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Steam");
glutDisplayFunc(display);
glutTimerFunc(1,timer,0);
glClearColor(0,1,1,1);
-----------設定base開啟3D--------
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
-----------光源測試------------
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
------------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);
------------物體材質-------------
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();
-----------迴圈使其持續顯示----------
}
https://drive.google.com/drive/folders/15sLu7bZp4hQMNSCUGf_oDw5TvUqKMw0_?usp=sharing
**要把glm.cpp加到專案中
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