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();
}


沒有留言:
張貼留言