#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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