#include "glm.h"
#include<stdio.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include<windows.h>
#include<mmsystem.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
#include <stdlib.h>
GLMmodel * model=NULL;
GLMmodel * mode2=NULL;
GLMmodel * mode3=NULL;
GLMmodel * mode4=NULL;
GLMmodel * mode5=NULL;
GLMmodel * mode6=NULL;
int start=0;
///打光0 : 宣告陣列,裡面是光的屬性值
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 };
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 angle8=0,angle1=0,angle3=0,angle4=0,angle5=0,angle6=0,angle7=0;
float dx3=1,dx4=1,dx5=1,dx6=1,dx7=1,dx8=1;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL)///如果沒有複製
{
model = glmReadOBJ("headd.obj");///讀入模型
glmUnitize(model);///Unit單位大小-1...+1
glmFacetNormals(model);///算面face法向量
glmVertexNormals(model,90);///在推算出vertex法向量
}///離開if就有模型了
if(mode2==NULL)///如果沒有複製
{
mode2 = glmReadOBJ("body.obj");///讀入模型
glmUnitize(mode2);///Unit單位大小-1...+1
glmFacetNormals(mode2);///算面face法向量
glmVertexNormals(mode2,90);///在推算出vertex法向量
}///離開if就有模型了
if(mode3==NULL)///如果沒有複製
{
mode3 = glmReadOBJ("l.obj");///讀入模型
glmUnitize(mode3);///Unit單位大小-1...+1
glmFacetNormals(mode3);///算面face法向量
glmVertexNormals(mode3,90);///在推算出vertex法向量
}///離開if就有模型了
if(mode4==NULL)///如果沒有複製
{
mode4 = glmReadOBJ("r.obj");///讀入模型
glmUnitize(mode4);///Unit單位大小-1...+1
glmFacetNormals(mode4);///算面face法向量
glmVertexNormals(mode4,90);///在推算出vertex法向量
}///離開if就有模型了
if(mode5==NULL)///如果沒有複製
{
mode5 = glmReadOBJ("le.obj");///讀入模型
glmUnitize(mode5);///Unit單位大小-1...+1
glmFacetNormals(mode5);///算面face法向量
glmVertexNormals(mode5,90);///在推算出vertex法向量
}///離開if就有模型了
if(mode6==NULL)///如果沒有複製
{
mode6 = glmReadOBJ("ri.obj");///讀入模型
glmUnitize(mode6);///Unit單位大小-1...+1
glmFacetNormals(mode6);///算面face法向量
glmVertexNormals(mode6,90);///在推算出vertex法向量
}///離開if就有模型了
glPushMatrix();
glTranslatef(0,0.4,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle1,0,1,0);///對Z軸轉動,像時針一樣轉動
glTranslatef(0,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.5,0.5,0.5);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.05,0);///把下面正在轉動的手臂移到右上角
glRotatef(180,0,1,0);///對Z軸轉動,像時針一樣轉動
glTranslatef(0,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0.25,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle3,1,0,1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.01,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.3,0.3,0.3);
glmDraw(mode3,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.29,0.15,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle4,0,0,1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.1,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.35,0.35,0.35);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.15,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle5,0,0,1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.1,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode5,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.09,-0.1,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle6,0,0,1);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.1,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.15,0.15,0.15);
glmDraw(mode6,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
if(start==1)
{
angle1++;
angle3+=dx3*0.3;
if(angle3>60) dx3=-1;
if(angle3<0) dx3=+1;
angle4+=dx4*0.3;
if(angle4>30) dx4=-1;
if(angle4<0) dx4=+1;
angle5+=dx5*0.3;
if(angle5>30) dx5=-1;
if(angle5<0) dx5=+1;
angle6+=dx6*0.3;
if(angle6>30) dx6=-1;
if(angle6<0) dx6=+1;
}
}
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=1;///TODO
float angle=0;
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'z':
angle+=0.03;
break;
case 'x':
angle-=0.03;
break;
case 'o':
start=1;
myMP3.Load("three.mp3");///讀入檔案
myMP3.Play();///播放
break;
}
glutPostRedisplay();
}
static void idle(void)
{
eyeX=sin(angle);
eyeZ=cos(angle);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;///原本只有2行, 沒有運鏡
gluLookAt(eyeX, eyeY, eyeZ, 0,0,0, 0,1,0); ///需要運鏡時, 要加上第3行 gluLookAt()
glutPostRedisplay();
}
void motion(int x, int y)
{
eyeY = (y-240)/240.0;
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11自己寫的喔~!!");
glutDisplayFunc(display);
glutIdleFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glutMotionFunc(motion);///TODO 控制 eyeY
glClearColor(1,1,1,1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光的設定值
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);
///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_POSITION, high_shininess);
glutMainLoop();
}
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