(2)動起來
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel_head = NULL;
GLMmodel* pmodel_hand1 = NULL;
GLMmodel* pmodel_hand2 = NULL;
GLMmodel* pmodel_body = NULL;
GLMmodel* pmodel_foot1 = NULL;
GLMmodel* pmodel_foot2 = NULL;
GLMmodel* pmodel_hat = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!pmodel_body) { //body
pmodel_body = glmReadOBJ("data/body.obj");
if (!pmodel_body) exit(0);
glmUnitize(pmodel_body);
glmFacetNormals(pmodel_body);
glmVertexNormals(pmodel_body, 90.0);
}
if (!pmodel_head) { //head
pmodel_head = glmReadOBJ("data/head.obj");
if (!pmodel_head) exit(0);
glmUnitize(pmodel_head);
glmFacetNormals(pmodel_head);
glmVertexNormals(pmodel_head, 90.0);
}
if (!pmodel_hand1) { //hand
pmodel_hand1 = glmReadOBJ("data/hand1.obj");
if (!pmodel_hand1) exit(0);
glmUnitize(pmodel_hand1);
glmFacetNormals(pmodel_hand1);
glmVertexNormals(pmodel_hand1, 90.0);
}
if (!pmodel_hand2) { //hand
pmodel_hand2 = glmReadOBJ("data/hand2.obj");
if (!pmodel_hand2) exit(0);
glmUnitize(pmodel_hand2);
glmFacetNormals(pmodel_hand2);
glmVertexNormals(pmodel_hand2, 90.0);
}
if (!pmodel_foot1) {
pmodel_foot1 = glmReadOBJ("data/foot1.obj");
if (!pmodel_foot1) exit(0);
glmUnitize(pmodel_foot1);
glmFacetNormals(pmodel_foot1);
glmVertexNormals(pmodel_foot1, 90.0);
}
if (!pmodel_foot2) {
pmodel_foot2 = glmReadOBJ("data/foot2.obj");
if (!pmodel_foot2) exit(0);
glmUnitize(pmodel_foot2);
glmFacetNormals(pmodel_foot2);
glmVertexNormals(pmodel_foot2, 90.0);
}
if (!pmodel_hat) {
pmodel_hat = glmReadOBJ("data/hat.obj");
if (!pmodel_foot2) exit(0);
glmUnitize(pmodel_hat);
glmFacetNormals(pmodel_hat);
glmVertexNormals(pmodel_hat, 90.0);
}
//////////////////////////////////////////////////////////////////////
glPushMatrix();
glRotatef(angle, 0,1,0);
angle++;
glPushMatrix();
glTranslatef(0,-0.1,0);
glScalef(0.5,0.5,0.4);
glmDraw(pmodel_body, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.45,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel_head, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel_hand1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.4,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel_hand2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.5,0);
glScalef(0.2,0.4,0.4);
glmDraw(pmodel_foot1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.5,0);
glScalef(0.2,0.4,0.4);
glmDraw(pmodel_foot2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.8,0);
glScalef(0.9,0.9,0.9);
glmDraw(pmodel_hat, GLM_SMOOTH | GLM_MATERIAL);
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);
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();
}
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel_head = NULL;
GLMmodel* pmodel_hand1 = NULL;
GLMmodel* pmodel_hand2 = NULL;
GLMmodel* pmodel_body = NULL;
GLMmodel* pmodel_foot1 = NULL;
GLMmodel* pmodel_foot2 = NULL;
GLMmodel* pmodel_hat = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!pmodel_body)
{ //body
pmodel_body = glmReadOBJ("data/body.obj");
if (!pmodel_body) exit(0);
glmUnitize(pmodel_body);
glmFacetNormals(pmodel_body);
glmVertexNormals(pmodel_body, 90.0);
}
if (!pmodel_head)
{ //head
pmodel_head = glmReadOBJ("data/head.obj");
if (!pmodel_head) exit(0);
glmUnitize(pmodel_head);
glmFacetNormals(pmodel_head);
glmVertexNormals(pmodel_head, 90.0);
}
if (!pmodel_hand1)
{ //hand
pmodel_hand1 = glmReadOBJ("data/hand1.obj");
if (!pmodel_hand1) exit(0);
glmUnitize(pmodel_hand1);
glmFacetNormals(pmodel_hand1);
glmVertexNormals(pmodel_hand1, 90.0);
}
if (!pmodel_hand2)
{ //hand
pmodel_hand2 = glmReadOBJ("data/hand2.obj");
if (!pmodel_hand2) exit(0);
glmUnitize(pmodel_hand2);
glmFacetNormals(pmodel_hand2);
glmVertexNormals(pmodel_hand2, 90.0);
}
if (!pmodel_foot1)
{
pmodel_foot1 = glmReadOBJ("data/foot1.obj");
if (!pmodel_foot1) exit(0);
glmUnitize(pmodel_foot1);
glmFacetNormals(pmodel_foot1);
glmVertexNormals(pmodel_foot1, 90.0);
}
if (!pmodel_foot2)
{
pmodel_foot2 = glmReadOBJ("data/foot2.obj");
if (!pmodel_foot2) exit(0);
glmUnitize(pmodel_foot2);
glmFacetNormals(pmodel_foot2);
glmVertexNormals(pmodel_foot2, 90.0);
}
if (!pmodel_hat)
{
pmodel_hat = glmReadOBJ("data/hat.obj");
if (!pmodel_foot2) exit(0);
glmUnitize(pmodel_hat);
glmFacetNormals(pmodel_hat);
glmVertexNormals(pmodel_hat, 90.0);
}
//////////////////////////////////////////////////////////////////////
glPushMatrix();
// glRotatef(angle, 0,1,0);
glPushMatrix();
glTranslatef(0,0.45,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel_head, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.1,0);
glScalef(0.5,0.5,0.4);
glmDraw(pmodel_body, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.4,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel_hand2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.5,0);
glScalef(0.2,0.4,0.4);
glmDraw(pmodel_foot1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.5,0);
glScalef(0.2,0.4,0.4);
glmDraw(pmodel_foot2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.8,0);
glScalef(0.9,0.9,0.9);
glmDraw(pmodel_hat, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
//////////////////////
glTranslatef(-0.2, 0, 0.5); //掛到身體
glRotatef(angle, 0,0,1); //開始旋轉
glTranslatef(0.3, -0, 0); //找中心點
glPushMatrix();
glTranslatef(-0.1,0,0); //
glRotatef(0,0,1,0); //旋轉
glTranslatef(-0.4,0,0); //一開始手臂的位置
glScalef(0.4,0.4,0.4);
glmDraw(pmodel_hand1, GLM_SMOOTH | GLM_MATERIAL);
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(10, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
}///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();
}


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