專案沒有變顏色,改codeblack設定
匯進二個檔
讓2個物件轉正面
讓車子的旋轉角度換到車後
程式碼
#include <Gl/glut.h>
#include "glm.h"///使用glm外掛
GLMmodel * pmodelA=NULL;///身體
GLMmodel * pmodelB=NULL;///手臂
GLMmodel * pmodelC=NULL;///手臂
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=NULL;///這是glm的資料結構,先null空
///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[] = { 2.0f, 5.0f, -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()
{
if(pmodelA==NULL)///IF沒有模型
{
pmodelA=glmReadOBJ("Al.obj");///讀入模型
glmUnitize(pmodelA);///unit單位大小
glmFacetNormals(pmodelA);///算面法向量
glmVertexNormals(pmodelA,90);///推算vertex法向量
}
glPushMatrix();
glRotated(180,0,1,0);
glmDraw(pmodelA,GLM_SMOOTH|GLM_MATERIAL);///畫模型
glPopMatrix();
}
int angle=30;
void drawArm()
{
if(pmodelB==NULL)///IF沒有模型
{
pmodelB=glmReadOBJ("porsche.obj");///讀入模型
glmUnitize(pmodelB);///unit單位大小
glmFacetNormals(pmodelB);///算面法向量
glmVertexNormals(pmodelB,90);///推算vertex法向量
}
glPushMatrix();
glRotated(90,0,1,0);
glScalef(0.5,0.5,0.5);
glmDraw(pmodelB,GLM_SMOOTH|GLM_MATERIAL);///畫模型
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///glutSolidSphere(0.1, 30,30);///原點、圓心
drawBody();
glPushMatrix();///右手臂
glTranslatef(0.5, 0.4, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(0.3, 0, 0);///第1個T
drawArm();///右上手臂
glPushMatrix();
glTranslatef(0.25, 0, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(0.3, 0, 0);///第1個T
drawArm();///右下手臂
glPopMatrix();
glPopMatrix();
glPushMatrix();///左手臂
glTranslatef(-0.5, 0.4, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(-0.3, 0, 0);///第1個T
drawArm();///左上手臂
glPushMatrix();
glTranslatef(-0.25, 0, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(-0.3, 0, 0);///第1個T
drawArm();///左下手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO3:
oldX=x;
}
void motion(int x, int y)///TODO3:
{///TODO3:
angle += (x-oldX);///TODO3:
oldX=x;///TODO3:
glutPostRedisplay();///TODO3:
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO3:
glutMouseFunc(mouse);///TODO3:
///打光需要3Dㄉdepth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線,原來範例就寫好了
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光的設定值(前面有陣列,這裡拿來用)
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();
}










沒有留言:
張貼留言