2020年4月27日 星期一

HW3

轉動的手臂
#include <GL/glut.h>
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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };///const表示不能動的變數,直接給他刪掉
///material的值
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 myHand()
{
    glPushMatrix();
        glColor3f(0.2,0,0.5);///手的顏色 深藍
        glScalef(0.5,0.2,0.2);
        glutSolidCube(1);
    glPopMatrix();
}
void myHead()
{
    glPushMatrix();
        glColor3f(0.5,0.2,0.8);///頭的顏色 紫色
        glScalef(0.4,0.3,0.4);
        glutSolidCube(1);
    glPopMatrix();
}
float angle=0;
void motion(int x,int y)
{
    light_position[0]=(x-150)/15.0;///光源的x座標
    light_position[1]=-(y-150)/15.0;///光源的y座標
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);///設定位置
    glutPostRedisplay();///重畫畫面
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glColor3f(0,0.5,0.7);///身體顏色 淺藍
    glutSolidCube(0.7);///身體

    glPushMatrix();///頭
        glTranslatef(0,0.5,0);
        glTranslatef(0,0,0);
        myHead();
    glPopMatrix();
    glPushMatrix();///右手
        glTranslatef(0.3,0.3,0);
        glRotatef(angle,0,0,-1);
        glTranslatef(0.22,0,0);
        myHand();///上
        glPushMatrix();
            glTranslatef(0.3,0,0);
            glRotatef(angle,0,0,-1);
            glTranslatef(0.22,0,0);
            myHand();///下
        glPopMatrix();
    glPopMatrix();
    glPushMatrix();///左手
        glTranslatef(-0.3,0.3,0);
        glRotatef(angle,0,0,1);
        glTranslatef(-0.22,0,0);
        myHand();///上
        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(-0.22,0,0);
            myHand();///下
        glPopMatrix();
    glPopMatrix();

    angle++;
    glutSwapBuffers();
}

int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("HW3");
    glutIdleFunc(display);
    glutDisplayFunc(display);
    glEnable(GL_DEPTH_TEST);///開啟3D的深淺深度測試=>近的蓋掉遠的
    ///打開第一個燈光
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///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);
    ///material的設定值
    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);

    glutMotionFunc(motion);///呼叫函式

    glutMainLoop();
}

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