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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