Week 12
HW 1
1. 先開啟作業做好的專案。
3. 增加計時器。
在 main 函式裡,加一句 glutTimerFunc(0,timer,0); ///(等多久,叫誰,參數)
void timer(int t)
{
glutTimerFunc(10,timer,t+1);
angle++;
glutPostRedisplay();
}
4. 大概確定好位置。
程式碼:
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
//angle++;
glRotatef(90, 0,1,0);
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/hand.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/body.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/righthand.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/lefthand.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/rightleg.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/leftleg.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
glPushMatrix();///以身體body為主,是大括號
glRotatef(angle, 0,1,0);
glPushMatrix();
glTranslatef(0,0.38,0);
glScalef(1.2,1.2,1.2);///head
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
///glTranslatef(0,0,0);
glScalef(0.9,0.9,0.9);///body
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,0.25);
glScalef(0.8,0.8,0.8);///left hand
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,-0.25);
glScalef(0.8,0.8,0.8);///right hand
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.38,0.1);
glScalef(0.6,0.6,0.6);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.38,-0.1);
glScalef(0.6,0.6,0.6);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
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 };
/*#include <stdio.h>
void timer(int t)///計時器叫的時候, 要做什麼呢?
{
glutTimerFunc(100, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
printf("現在時間是 %d, 我起床了, 等一下鬧鐘會再叫一下哦 ", t);
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
printf("... 然後我就又睡了....\n");
}///再度沈睡*/
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
glutIdleFunc(display);
//glutTimerFunc(0, timer, 0);///(1) 第一次呼叫timer計時器
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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();
}
5. 開始旋轉左右手。
程式碼:
glPushMatrix();
//glRotatef(angle, 0,1,0);
glPushMatrix();///head
glTranslatef(0,0,0);
glRotatef(180,0,1,0);
glRotatef(10,1,0,0);
glTranslatef(0,0.65,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel[1], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); ///body
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(180,0,1,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel[0], GLM_SMOOTH | GLM_MATERIAL);///body
glPopMatrix();
glPushMatrix();
glTranslatef(0.21, 0.3, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.21, -0.3, 0);
glPushMatrix();///left_arm_up
glTranslatef(0.1,0,0);
glRotatef(20,0,1,0);
glTranslatef(0.17 ,0.15,0);
glScalef(0.27,0.27,0.27);
glmDraw(pmodel[2], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glTranslatef(0.35, 0, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.35, 0, 0);
glPushMatrix(); ///left_arm_down
glTranslatef(0.1,0,0);
glRotatef(20,0,1,0);
glScalef(0.4,0.4,0.4);
glTranslatef(0.79,-0.35,0);
glmDraw(pmodel[3], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///for test
glTranslatef(-0.17 ,+0.2,0);
glRotatef(-angle, 0,0,1);///先做旋轉看看
glTranslatef(0.17 ,-0.2,0);///move rotation center to center
glPushMatrix();///right_arm_up
glTranslatef(0.1,0,0);
glRotatef(-15,0,1,0);
glTranslatef(-0.35,0.15,0.15);
glScalef(0.27,0.27,0.27);
glmDraw(pmodel[4], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///right_arm_down
glTranslatef(0.1,0,0);
glRotatef(-20,0,1,0);
glTranslatef(-0.58,-0.14,-0.1);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel[5], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///left_leg_up
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(0.12,-0.42,-0);
glScalef(0.28,0.28,0.28);
glmDraw(pmodel[6], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///left_leg_down
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(0.12,-0.63,-0);
glScalef(0.45,0.56,0.43);
glmDraw(pmodel[7], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right_leg_up
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(-0.12,-0.42,-0);
glScalef(0.28,0.28,0.28);
glmDraw(pmodel[8], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right_leg_down
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(-0.12,-0.63,-0);
glScalef(0.45,0.56,0.43);
glmDraw(pmodel[9], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
/*此為對匯入模型檔作變形並顯示在視窗介面的動作*/
glPopMatrix();
glutSwapBuffers();




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