2020年6月22日 星期一

week13 之 太複雜了吧

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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();
}

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