2024年6月16日 星期日

week12

 #week12-1

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename)

{

    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖

    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)

    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能

    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID

    glGenTextures(1, &id); /// 產生Generate 貼圖ID

    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}


///上週有做過, 請用剪貼的

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * hand1 = NULL;

GLMmodel * hand2 = NULL;

void drawmodel(void)

{

    if (!pmodel) {

        pmodel = glmReadOBJ("Gundam.obj");

        if (!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhand1(void)

{

    if (!hand1) {

        hand1 = glmReadOBJ("hand1.obj");

        if (!hand1) exit(0);

        glmUnitize(hand1);

        glmFacetNormals(hand1);

        glmVertexNormals(hand1, 90.0);

    }

    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhand2(void)

{

    if (!hand2) {

        hand2 = glmReadOBJ("hand2.obj");

        if (!hand2) exit(0);

        glmUnitize(hand2);

        glmFacetNormals(hand2);

        glmVertexNormals(hand2, 90.0);

    }

    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);

}

float angle=0; ///加入旋轉

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutWireCube(0.6);

    glutSolidSphere( 0.1, 30, 30 ); ///week11-3

    glPushMatrix(); ///加入旋轉

        ///glRotatef(angle++, 0, 1, 0); ///加旋轉

        ///(3) 把旋轉中的手,掛到肩上

        ///(2) 旋轉

        ///(1) 把旋轉中心,放到正中心 (有個球在正中心)

        glTranslatef(-0.3,0.3,0);

        glRotatef(angle++,0,0,1);

        glTranslatef(0,-0.3,0);

        drawhand1(); ///week11-3

    glPopMatrix(); ///加入旋轉

    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 };

int main(int argc, char* argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week11-2 obj gundam opencv texture");

    glutDisplayFunc(display);

    glutIdleFunc(display); ///加入旋轉

    myTexture("Diffuse.jpg");


    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();

}


#12-2

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename)

{

    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖

    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)

    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能

    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID

    glGenTextures(1, &id); /// 產生Generate 貼圖ID

    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}


///上週有做過, 請用剪貼的

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * hand1 = NULL;

GLMmodel * hand2 = NULL;

GLMmodel * upper = NULL;

GLMmodel * lower = NULL;

void drawupper(void)

{

    if (!upper) {

        upper = glmReadOBJ("upper.obj");

        if (!upper) exit(0);

        glmUnitize(upper);

        glmFacetNormals(upper);

        glmVertexNormals(upper, 90.0);

    }

    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);

}

void drawlower(void)

{

    if (!lower) {

        lower = glmReadOBJ("lower.obj");

        if (!lower) exit(0);

        glmUnitize(lower);

        glmFacetNormals(lower);

        glmVertexNormals(lower, 90.0);

    }

    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);

}


void drawmodel(void)

{

    if (!pmodel) {

        pmodel = glmReadOBJ("Gundam.obj");

        if (!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhand1(void)

{

    if (!hand1) {

        hand1 = glmReadOBJ("hand1.obj");

        if (!hand1) exit(0);

        glmUnitize(hand1);

        glmFacetNormals(hand1);

        glmVertexNormals(hand1, 90.0);

    }

    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhand2(void)

{

    if (!hand2) {

        hand2 = glmReadOBJ("hand2.obj");

        if (!hand2) exit(0);

        glmUnitize(hand2);

        glmFacetNormals(hand2);

        glmVertexNormals(hand2, 90.0);

    }

    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);

}

float angle=0; ///加入旋轉

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutWireCube(0.6);

    glutSolidSphere( 0.1, 30, 30 ); ///week11-3

        drawupper();

        glPushMatrix(); ///加入旋轉

            glTranslatef(0,-0.1,0);

            glRotatef(angle++,1,0,0);

            glTranslatef(0,-0.2,0);

            drawlower();

        glPopMatrix();///加入旋轉

    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 };

int main(int argc, char* argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week11-2 obj gundam opencv texture");

    glutDisplayFunc(display);

    glutIdleFunc(display); ///加入旋轉

    myTexture("Diffuse.jpg");


    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();

}

#12-3
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}

///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * hand1 = NULL;
GLMmodel * hand2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawBody(void)
{
    if (!body) {
        body = glmReadOBJ("body.obj");
        if (!body) exit(0);
        glmUnitize(body);
        glmFacetNormals(body);
        glmVertexNormals(body, 90.0);
    }
    glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
    if (!upper) {
        upper = glmReadOBJ("upper.obj");
        if (!upper) exit(0);
        glmUnitize(upper);
        glmFacetNormals(upper);
        glmVertexNormals(upper, 90.0);
    }
    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLower(void)
{
    if (!lower) {
        lower = glmReadOBJ("lower.obj");
        if (!lower) exit(0);
        glmUnitize(lower);
        glmFacetNormals(lower);
        glmVertexNormals(lower, 90.0);
    }
    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
}
void drawmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("Gundam.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand1(void)
{
    if (!hand1) {
        hand1 = glmReadOBJ("hand1.obj");
        if (!hand1) exit(0);
        glmUnitize(hand1);
        glmFacetNormals(hand1);
        glmVertexNormals(hand1, 90.0);
    }
    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand2(void)
{
    if (!hand2) {
        hand2 = glmReadOBJ("hand2.obj");
        if (!hand2) exit(0);
        glmUnitize(hand2);
        glmFacetNormals(hand2);
        glmVertexNormals(hand2, 90.0);
    }
    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0, da=-1; ///加入旋轉
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    //glutWireCube(0.6);
    //glutSolidSphere( 0.1, 30, 30 ); ///week11-3
    glPushMatrix();
        glRotatef(180, 0, 1, 0);
        drawBody();
        glPushMatrix(); /// Step 05
            ///下一節課, 再把 T-R-T 在上手臂再做一次
            glTranslatef(-0.15, 0, 0);
            glRotatef(angle+=da, 1, 0, 0); ///Step02(2) 旋轉
            glTranslatef(-0.025, -0.05, 0); ///(1)
            drawUpper(); ///Step 03
            glPushMatrix(); ///加入旋轉
                glTranslatef(0, -0.1, 0); ///Step 04 (3) 把旋轉中的手,掛到肩上
                glRotatef(angle, 1, 0, 0); ///Step02(2) 旋轉
                glTranslatef(0, -0.2, 0); ///Step 01(1) 把旋轉中心,放到正中心 (有個球在正中心)
                drawLower(); /// Step 00
            glPopMatrix(); ///加入旋轉
        glPopMatrix(); /// Step 05
    glPopMatrix();
    glutSwapBuffers();
    if(angle<-90) da = +1;
    if(angle>0) da = -1;
}
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 };
int main(int argc, char* argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week13-3 obj gundam body upper lower");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加入旋轉
    myTexture("Diffuse.jpg");

    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();
}

#12-4
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}

///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * hand1 = NULL;
GLMmodel * hand2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawBody(void)
{
    if (!body) {
        body = glmReadOBJ("body.obj");
        if (!body) exit(0);
        glmUnitize(body);
        glmFacetNormals(body);
        glmVertexNormals(body, 90.0);
    }
    glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
    if (!upper) {
        upper = glmReadOBJ("upper.obj");
        if (!upper) exit(0);
        glmUnitize(upper);
        glmFacetNormals(upper);
        glmVertexNormals(upper, 90.0);
    }
    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLower(void)
{
    if (!lower) {
        lower = glmReadOBJ("lower.obj");
        if (!lower) exit(0);
        glmUnitize(lower);
        glmFacetNormals(lower);
        glmVertexNormals(lower, 90.0);
    }
    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
}
void drawmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("Gundam.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand1(void)
{
    if (!hand1) {
        hand1 = glmReadOBJ("hand1.obj");
        if (!hand1) exit(0);
        glmUnitize(hand1);
        glmFacetNormals(hand1);
        glmVertexNormals(hand1, 90.0);
    }
    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand2(void)
{
    if (!hand2) {
        hand2 = glmReadOBJ("hand2.obj");
        if (!hand2) exit(0);
        glmUnitize(hand2);
        glmFacetNormals(hand2);
        glmVertexNormals(hand2, 90.0);
    }
    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);
}
///float angle=0, da=-1; ///加入旋轉
float angle[20];
int angleID=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    //glutWireCube(0.6);
    //glutSolidSphere( 0.1, 30, 30 ); ///week11-3
    glPushMatrix();
        glRotatef(180, 0, 1, 0);
        drawBody();
        glPushMatrix(); /// Step 05
            ///下一節課, 再把 T-R-T 在上手臂再做一次
            glTranslatef(-0.15, 0, 0);
            glRotatef(angle[0], 1, 0, 0); ///Step02(2) 旋轉
            glTranslatef(-0.025, -0.05, 0); ///(1)
            drawUpper(); ///Step 03
            glPushMatrix(); ///加入旋轉
                glTranslatef(0, -0.1, 0); ///Step 04 (3) 把旋轉中的手,掛到肩上
                glRotatef(angle[1], 1, 0, 0); ///Step02(2) 旋轉
                glTranslatef(0, -0.2, 0); ///Step 01(1) 把旋轉中心,放到正中心 (有個球在正中心)
                drawLower(); /// Step 00
            glPopMatrix(); ///加入旋轉
        glPopMatrix(); /// Step 05
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y){
if(key=='0') angleID = 0;
if(key=='1') angleID = 1;
if(key=='2') angleID = 2;
if(key=='3') angleID = 3;
}
void motion(int x, int y){
angle[angleID] = y;
glutPostRedisplay();
}
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 };
int main(int argc, char* argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week13-3 obj gundam body upper lower");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加入旋轉
    glutKeyboardFunc(keyboard);
    glutMotionFunc(motion);
    myTexture("Diffuse.jpg");

    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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