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OpenGL学习入门之3D光照机器人

 
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OpenGL学习入门之3D光照机器人

// myopengl.cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include "StdAfx.h"
#include<windows.h>
#include<gl/glut.h>
#include <iostream>
using namespace std;

GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };
GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 };
GLfloat mat_diffuse[] = { 0.1, 0.2, 0.8, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat no_shininess[] = { 0.5 };
GLfloat low_shininess[] = { 5.0 };
GLfloat high_shininess[] = { 100.0 };
GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};
static int angle=0,neck=0,lshoulder=0,lelbow=0,rshoulder=0,relbow=0,
		   lhips=0 ,rhips=0,lfoot=0,rfoot=0,flagneck=0,flaglshoulder=0,
		   flaglelbow=0,flagrshoulder=0,flagrelbow=0,flaglhips=0 ,
		   flagrhips=0,flaglfoot=0,flagrfoot=0;

void init(void){
	GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
	GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat position[] = { 0.0, 5.0, 10.0, 0.0 };
	GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
	GLfloat local_view[] = { 0.0 };

	glClearColor(0,0,0,0);

	glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
	glLightfv(GL_LIGHT0, GL_POSITION, position);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
	glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);

	glShadeModel(GL_SMOOTH);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
}

void draw_belly(void){
	glPushMatrix();
	glTranslatef(0,1.5,0);
	glScalef(0.5,1,0.4);
	glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    glutSolidCube(4);         ; 
	glPopMatrix();
}

void draw_leftshoulder(void){
	glPushMatrix();
	glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
	glTranslatef(1.5,3,0);
	glRotatef(lshoulder,1,0,0);

	glTranslatef(0,-0.5,0);
	glScalef(0.4,1,0.5);
	glutSolidCube(2);

	glScalef(1/0.4,1/1,1/0.5);
	glTranslatef(0,-1.4,0);
	glRotatef(lelbow,1,0,0);
	glutWireSphere(0.4,200,500); 

	glScalef(0.4,1,0.5);
	glTranslatef(0,-1.4,0);
	glutSolidCube(2);

	glPopMatrix();
}

void draw_rightshoulder(void){
	glPushMatrix();
	glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
	glTranslatef(-1.5,3,0);
	glRotatef(rshoulder,1,0,0);

	glTranslatef(0,-0.5,0);
	glScalef(0.4,1,0.5);
	glutSolidCube(2); 

	glScalef(1/0.4,1/1,1/0.5);
	glTranslatef(0,-1.4,0);
	glRotatef(relbow,1,0,0);
	glutWireSphere(0.4,200,500);

	glScalef(0.4,1,0.5);
	glTranslatef(0,-1.4,0);
	glutSolidCube(2);

	glPopMatrix();
}

void draw_head(void)
{
	glPushMatrix();
    glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);

	glTranslatef(0,3.5,0);
	glRotatef(neck,0,0,1);
	glTranslatef(0,1,0);
	glutWireSphere(1,200,500); 

	glPopMatrix();
}

void draw_leftfoot(void){
	glPushMatrix();
	glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
	glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
	glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);

	glTranslatef(-0.6,-0.6,0);
	glRotatef(lfoot,1,0,0);
	glTranslatef(0,-1,0);
	glScalef(0.4,1,0.5);
	glutSolidCube(2); 

	glScalef(1/0.4,1/1,1/0.5);
	glTranslatef(0,-1.4,0);
	glRotatef(lhips,1,0,0);
	glutWireSphere(0.4,200,500);

	glScalef(0.4,1,0.5);
	glTranslatef(0,-1.4,0);
	glutSolidCube(2);

	glPopMatrix();
}

void draw_rightfoot(void){
	glPushMatrix();
	glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
	glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
	glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);

	glTranslatef(0.6,-0.6,0);
	glRotatef(rfoot,1,0,0);
	glTranslatef(0,-1,0);
	glScalef(0.4,1,0.5);
	glutSolidCube(2); 

	glScalef(1/0.4,1/1,1/0.5);
	glTranslatef(0,-1.4,0);
	glRotatef(rhips,1,0,0);
	glutWireSphere(0.4,200,500);

	glScalef(0.4,1,0.5);
	glTranslatef(0,-1.4,0);
	glutSolidCube(2);

	glPopMatrix();
}

void display(void){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glPushMatrix();

	glRotatef(angle,0,1,0);

	glTranslatef(0,4,0);
	draw_belly();

	draw_head();

	draw_leftshoulder();
	draw_rightshoulder();

	draw_leftfoot();
	draw_rightfoot();

	glPopMatrix();
	glutSwapBuffers();
}

void reshape(int w,int h){
	glViewport(0,0,w,h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-8,8,-8,8,-10,10);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt (0.0, 4.0, 10, 0.0, 4, 0.0, 0.0, 1.0, 0.0);
}

void keyboard(unsigned char key,int x,int y){
	switch(key){
	case '1':
		angle=(angle+5)%360;
		glutPostRedisplay();
		break;
	case '2':
		angle=(angle-5)%360;
		glutPostRedisplay();
		break;
	case '3':
		if(flagneck){
			neck=neck+5;
			if(neck>=30)flagneck=0;
		}
		else{
			neck=neck-5;
			if(neck<=-30)flagneck=1;
		}
		glutPostRedisplay();
		break;
	case '4':
		if(flaglshoulder){
			lshoulder+=5;
			if(lshoulder>=60)flaglshoulder=0;
		}
		else{
			lshoulder-=5;
			if(lshoulder<=-60)flaglshoulder=1;
		}
		glutPostRedisplay();
		break;
	case '5':
		if(flagrshoulder){
			rshoulder+=5;
			if(rshoulder>=60)flagrshoulder=0;
		}
		else{
			rshoulder-=5;
			if(rshoulder<=-60)flagrshoulder=1;
		}
		glutPostRedisplay();
		break;
	case '6':
		if(flaglelbow){
			lelbow+=5;
			if(lelbow>=60)flaglelbow=0;
		}
		else{
			lelbow-=5;
			if(lelbow<=-60)flaglelbow=1;
		}
		glutPostRedisplay();
		break;
	case '7':
		if(flagrelbow){
			relbow+=5;
			if(relbow>=60)flagrelbow=0;
		}
		else{
			relbow-=5;
			if(relbow<=-60)flagrelbow=1;
		}
		glutPostRedisplay();
		break;
	case '8':
		if(flaglhips){
			lhips+=5;
			if(lhips>=60)flaglhips=0;
		}
		else{
			lhips-=5;
			if(lhips<=-60)flaglhips=1;
		}
		glutPostRedisplay();
		break;
	case '9':
		if(flagrhips){
			rhips+=5;
			if(rhips>=60)flagrhips=0;
		}
		else{
			rhips-=5;
			if(rhips<=-60)flagrhips=1;
		}
		glutPostRedisplay();
		break;
	case 'a':
		if(flaglfoot){
			lfoot+=5;
			if(lfoot>=60)flaglfoot=0;
		}
		else{
			lfoot-=5;
			if(lfoot<=-60)flaglfoot=1;
		}
		glutPostRedisplay();
		break;
	case 'b':
		if(flagrfoot){
			rfoot+=5;
			if(rfoot>=60)flagrfoot=0;
		}
		else{
			rfoot-=5;
			if(rfoot<=-60)flagrfoot=1;
		}
		glutPostRedisplay();
		break;
	default:
		break;
	}
}


int main(int argc,char** argv){
	printf("按键‘1’,‘2’为整体旋转\n");
	printf("按键‘3’为头部旋转\n");
	printf("按键‘4’,‘5’,‘6’,‘7’为手臂旋转\n");
	printf("按键‘8’,‘9’,‘a’,‘b’为腿部旋转\n");
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RED);
	glutInitWindowSize(600,600);
	glutInitWindowPosition(100,100);
	glutCreateWindow(argv[0]);
	init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutKeyboardFunc(keyboard);
	glutMainLoop();
	return 0;
}


文献来源:

UNDONER(小杰博客) http://blog.csdn.net/undoner

LSOFT.CN(琅软中国) http://www.lsoft.cn

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