#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
/*打光陣列開始*/
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 };/*改了光的方向*/
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 };
/*打光陣列結束*/
float angle=0;///自動旋轉A
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*glutSolidTeapot(0.3);茶壺*/
angle+=0.1;///自動旋轉B,這行要在Matrix外面
glPushMatrix();
glScalef(5,5,5);/*縮放*/
glRotatef(angle,0,1,0);///自動旋轉C
if (!pmodel) {
pmodel = glmReadOBJ("data/chair.obj");/*讀我自己的模型*/
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH|GLM_MATERIAL);/*要有material才會有顏色*/
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char **argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT");
///glutDisplayFunc(display);這行要移到mainloop面前
/*打光開始*/
glClearColor(1,1,1,1);
/*glEnable(GL_CULL_FACE);///這行要拿掉才不會很透光*/
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);
/*打光結束*/
glutDisplayFunc(display);///自動旋轉D
glutIdleFunc(display);///自動旋轉E
glutMainLoop();
}