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#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL){
model = glmReadOBJ("Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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();
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * model2=NULL;
///留下打光的部分 (陣列)
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 };
void drawBody()
{
if(model==NULL){
model = glmReadOBJ("Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90);
}
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glRotatef(180, 0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
}
void drawArm()///TODO5:
{
if(model2==NULL){///TODO5:
model2 = glmReadOBJ("porsche.obj");///TODO5:
glmUnitize(model2);
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
glRotatef(90, 0,1,0);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();
glPushMatrix();
glTranslatef(0.3, 0.3, 0);
glRotatef(angle, 0,0,1);
glTranslatef(0.2, 0, 0);
drawArm();
glutSwapBuffers();
}
void motion(int x, int y)
{
angle = x;
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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();
}

#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * model2=NULL;
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 };
void drawBody()
{
if(model==NULL){
model = glmReadOBJ("Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90);
}
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glRotatef(180, 0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void drawArm()
{
if(model2==NULL){
model2 = glmReadOBJ("porsche.obj");
glmUnitize(model2);
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
glRotatef(90, 0,1,0);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);///TODO5:
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();
glPushMatrix();
glTranslatef(0.3, 0.3, 0);
glRotatef(angle, 0,0,1);
glTranslatef(0.2, 0, 0);
drawArm();
glPushMatrix();
glTranslatef(0.2,0,0);
glRotatef(angle, 0,0,1);
glTranslatef(0.2, 0, 0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0.3, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.2, 0, 0);
drawArm();
glPushMatrix();
glTranslatef(-0.2,0,0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.2, 0, 0);
drawArm();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
angle = x;
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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();
}

#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * model2=NULL;
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 };
void drawBody()
{
if(model==NULL){
model = glmReadOBJ("Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90);
}
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glRotatef(180, 0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void drawArm()
{
if(model2==NULL){
model2 = glmReadOBJ("porsche.obj");
glmUnitize(model2);
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
glRotatef(90, 0,1,0);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
float angle[4]={0,0,0,0};
int angleID=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();
glPushMatrix();
glTranslatef(0.3, 0.3, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0, 0);
drawArm();
glPushMatrix();
glTranslatef(0.2,0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0, 0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0.3, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0, 0);
drawArm();
glPushMatrix();
glTranslatef(-0.2,0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0, 0);
drawArm();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO6
glutMouseFunc(mouse);///TODO8:
glutKeyboardFunc(keyboard);///TODO8:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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();
}