2020年5月19日 星期二

week13(2020/5/19)

TRT複習
但要先把CBP檔設定好
然後像11周一樣把模型叫出來然後打光

#include<GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
//打光的第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, 3.0f, -5.0f, 0.0f };///照光方向數值

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 display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    if(model==NULL){
        model = glmReadOBJ("data/Al.obj");
        glmUnitize(model);
        glmFacetNormals(model);
        glmVertexNormals(model,90);
    }
    glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);
    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("Myself");

     ///打光也需要 3D的 depth 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light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 material
    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);

    glutDisplayFunc(display);

    glutMainLoop();
}

叫多個OBJ,然後用滑鼠控制轉動

#include<GL/glut.h>
#include "glm.h"
GLMmodel * model1=NULL;
GLMmodel * model2=NULL;

float angle = 30;
//打光的第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, 3.0f, -5.0f, 0.0f };///照光方向數值

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 body()
{
    if(model1==NULL){
        model1 = glmReadOBJ("data/Al.obj");
        glmUnitize(model1);
        glmFacetNormals(model1);
        glmVertexNormals(model1,90);
    }
    glPushMatrix();
        glRotatef(180,0,1,0);
        glmDraw(model1,GLM_SMOOTH|GLM_MATERIAL);
    glPopMatrix();
}

void arm()
{
    if(model2==NULL){
        model2 = glmReadOBJ("data/porsche.obj");
        glmUnitize(model2);
        glmFacetNormals(model2);
        glmVertexNormals(model2,90);
    }
    glPushMatrix();
        glRotatef(90,0,1,0);
        glScalef(0.3,0.3,0.3);
        glmDraw(model2,GLM_SMOOTH|GLM_MATERIAL);
    glPopMatrix();
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    body();
    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
        arm();///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
            arm();///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
        arm();///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
            arm();///左下手臂
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int oldX, oldY;
void mouse(int button, int state, int x, int y)
{
    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);
    glutInitWindowSize(500,500);
    glutCreateWindow("Myself");
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

     ///打光也需要 3D的 depth 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light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 material
    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);

    glutDisplayFunc(display);

    glutMainLoop();
}
用keyborad切換關節
#include<GL/glut.h>
#include "glm.h"
GLMmodel * model1=NULL;
GLMmodel * model2=NULL;

//打光的第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, 3.0f, -5.0f, 0.0f };///照光方向數值

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 body()
{
    if(model1==NULL){
        model1 = glmReadOBJ("data/Al.obj");
        glmUnitize(model1);
        glmFacetNormals(model1);
        glmVertexNormals(model1,90);
    }
    glPushMatrix();
        glRotatef(180,0,1,0);
        glmDraw(model1,GLM_SMOOTH|GLM_MATERIAL);
    glPopMatrix();
}

void arm()
{
    if(model2==NULL){
        model2 = glmReadOBJ("data/porsche.obj");
        glmUnitize(model2);
        glmFacetNormals(model2);
        glmVertexNormals(model2,90);
    }
    glPushMatrix();
        glRotatef(90,0,1,0);
        glScalef(0.3,0.3,0.3);
        glmDraw(model2,GLM_SMOOTH|GLM_MATERIAL);
    glPopMatrix();
}
int angle[4]={30,30,30,30};
int angleID=0;

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    body();
    glPushMatrix();///右手臂
        glTranslatef(0.5, 0.4, 0);///第3個T
        glRotatef(angle[0], 0,0,1);///第2個R
        glTranslatef(0.3, 0, 0);///第1個T
        arm();///右上手臂
        glPushMatrix();
            glTranslatef(0.25, 0, 0);///第3個T
            glRotatef(angle[1], 0,0,1);///第2個R
            glTranslatef(0.3, 0, 0);///第1個T
            arm();///右下手臂
        glPopMatrix();
    glPopMatrix();

    glPushMatrix();///左手臂
        glTranslatef(-0.5, 0.4, 0);///第3個T
        glRotatef(angle[2], 0,0,1);///第2個R
        glTranslatef(-0.3, 0, 0);///第1個T
        arm();///左上手臂
        glPushMatrix();
            glTranslatef(-0.25, 0, 0);///第3個T
            glRotatef(angle[3], 0,0,1);///第2個R
            glTranslatef(-0.3, 0, 0);///第1個T
            arm();///左下手臂
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int oldX, oldY;
void mouse(int button, int state, int x, int y)
{
    oldX=x;
}
void motion(int x, int y)///TODO3:
{///TODO3:
    angle[angleID] += (x-oldX);
    oldX=x;///TODO3:
    glutPostRedisplay();///TODO3:
}
void keyboard(unsigned char key, int x, int y)///TODO4
{///TODO4
    if(key=='0') angleID=0;///TODO4
    if(key=='1') angleID=1;///TODO4
    if(key=='2') angleID=2;///TODO4
    if(key=='3') angleID=3;///TODO4
}

int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("Myself");
    glutMotionFunc(motion);
    glutMouseFunc(mouse);
    glutKeyboardFunc(keyboard);

     ///打光也需要 3D的 depth 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light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 material
    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);

    glutDisplayFunc(display);

    glutMainLoop();
}

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