2020年5月20日 星期三

week13

Codeblocks統整檔案

一張圖解決
複習讀入模型打光
#include <GL/glut.h>
#include "glm.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 };
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);

   

    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week11");
    glutIdleFunc(display);
    glutDisplayFunc(display);

     glEnable(GL_DEPTH_TEST);

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();
}


結合滑鼠移動

#include <GL/glut.h>
#include "glm.h"
GLMmodel    *   model=NULL;
GLMmodel    *   mode2=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(mode2==NULL){
    mode2=glmReadOBJ("porsche.obj");
    glmUnitize(mode2);


    }
    glPushMatrix();
        glScalef(0.2,0.2,0.2);
        glRotatef(90,0,1,0);
        glmDraw(mode2,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();
    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("week11");
    glutIdleFunc(display);
    glutDisplayFunc(display);
    glutMotionFunc(motion);
     glEnable(GL_DEPTH_TEST);

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();
}

進階

#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=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawBody();

    glPushMatrix();                                         /// 右 手臂 TODO6
        glTranslatef(0.3, 0.3, 0);                       ///  等一下要掛在哪裡
        glRotatef(angle, 0,0,1);                        ///  有個轉動
        glTranslatef(0.2, 0, 0);                         ///   移動轉動的中心
        drawArm();                                         ///    右上 手臂 
        glPushMatrix();
            glTranslatef(0.2,0,0);
            glRotatef(angle, 0,0,1);
            glTranslatef(0.2, 0, 0);
            drawArm();                                   ///    右下手臂
        glPopMatrix();
    glPopMatrix();

    glPushMatrix();                                     /// 左 手臂
        glTranslatef(-0.3, 0.3, 0);                  ///等一下要掛在哪裡
        glRotatef(angle, 0,0,1);                     ///有個轉動
        glTranslatef(-0.2, 0, 0);                     ///移動轉動的中心
        drawArm();                                       ///左上 手臂 
        glPushMatrix();
            glTranslatef(-0.2,0,0);
            glRotatef(angle, 0,0,1);
            glTranslatef(-0.2, 0, 0);
            drawArm();                                   /// 左下手臂
        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();
}

























































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