加入glRotatef(angle,0,1,0); 讓角色旋轉
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
GLMmodel* pmodel9 = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(180, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/larm1.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/larm2.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/lhand.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/rarm1.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rarm2.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/rhand.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rfoot.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/lfoot.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
glPushMatrix();
glRotatef(angle, 0,1,0);
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0,2,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0,0.5,0);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.4,0.8,0);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.55,0.55,0);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.85,0.2,0);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.2,0.8,0);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.38,0.5,0);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.8,0.1,0);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.2,0,0);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.2,0,0);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 10.0f, 10.0f, 10.0f, 10.0f };
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, 4.0f, -10.0f, 10.0f };
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 };
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();
}
hw2:
3.計時器,在main()
const GLfloat light_ambient[] = { 10.0f, 10.0f, 10.0f, 10.0f };
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, 4.0f, -10.0f, 10.0f };
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 glutTimerFunc(等多久,叫誰,參數);
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