Computer Graphics Project5(OpenGL机器人添加纹理)

对于前面实现的键盘控制可行走的机器人,本章对其添加纹理来对机器人进行美化。

#define _STDCALL_SUPPORTED

#include <GL/glut.h>

static int left_shoulder = 0, left_elbow = 0;
static int right_shoulder = 0, right_elbow = 0;
static int turn = 180;//旋转
static int w, h;

void init(){
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_SMOOTH);
}

void display(){
    glClear(GL_COLOR_BUFFER_BIT);
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glColor3f(1.0, 0.0, 0.0);
    glPushMatrix();
    glRotatef((GLfloat)turn, 0.0, 1.0, 0.0);
    glPushMatrix();
    //左前臂shoulder
    glTranslatef(0.5, 1.7, 0.0);
    glRotatef((GLfloat)left_shoulder, 0.0, 0.0, 1.0);
    glTranslatef(0.5, 0.0, 0.0);
    glPushMatrix();
    glScalef(1.3, 0.4, 1.0);
    glutSolidCube(0.5);
    glPopMatrix();

    //左前臂elbow
    glTranslatef(0.3, 0.0, 0.0);
    glRotatef((GLfloat)left_elbow, 0.0, 0.0, 1.0);
    glTranslatef(0.3, 0.0, 0.0);
    glPushMatrix();
    glScalef(1.0, 0.4, 1.0);
    glutSolidCube(0.5);
    glPopMatrix();
    glPopMatrix();

    glPushMatrix();
    //右前臂shoulder
    glTranslatef(-0.5, 1.7, 0.0);
    glRotatef((GLfloat)-right_shoulder, 0.0, 0.0, 1.0);
    glTranslatef(-0.5, 0.0, 0.0);
    glPushMatrix();
    glScalef(1.3, 0.4, 1.0);
    glutSolidCube(0.5);
    glPopMatrix();

    //右前臂elbow
    glTranslatef(-0.3, 0.0, 0.0);
    glRotatef((GLfloat)right_elbow, 0.0, 0.0, 1.0);
    glTranslatef(-0.3, 0.0, 0.0);
    glPushMatrix();
    glScalef(1.0, 0.4, 1.0);
    glutSolidCube(0.5);
    glPopMatrix();
    glPopMatrix();

    glPushMatrix();
    //躯干
    glTranslatef(0.0, 1.0, 0.0);
    glColor3f(0.0, 0.5, 1.0);
    glPushMatrix();
    glScalef(1.3, 2.0, 0.5);
    glutSolidCube(1.0);
    glPopMatrix();

    //头
    glTranslatef(0.0, 1.25, 0.0);
    glColor3f(1.0, 0.6, 0.2);
    glPushMatrix();
    glScalef(0.5, 0.5, 0.5);
    glutSolidSphere(0.8, 50, 10);
    glPopMatrix();
    glPopMatrix();

    //右腿
    glPushMatrix();
    //提起右大腿
    glTranslatef(0.375, 0.0, 0.0);
    glRotatef((GLfloat)left_shoulder, 1.0, 0.0, 0.0);
    glTranslatef(0.0, -0.5, 0.0);
    glColor3f(0.8, 1.0, 0.2);
    glPushMatrix();
    glScalef(0.5, 1.0, 0.5);
    glutSolidCube(1.0);
    glPopMatrix();

    //提起右小腿
    glTranslatef(0.0, -0.5, 0.0);
    glRotatef((GLfloat)left_elbow, 1.0, 0.0, 0.0);
    glTranslatef(0.0, -0.5, 0.0);

    glColor3f(0.5, 0.1, 0.8);
    glPushMatrix();
    glScalef(0.5, 1.0, 0.5);
    glutSolidCube(1.0);
    glPopMatrix();

    //右脚
    glTranslatef(0.0, -0.5, -0.1);
    glColor3f(0.5, 0.2, 1.0);
    glPushMatrix();
    glScalef(0.5, 0.1, 0.7);
    glutSolidCube(1.0);
    glPopMatrix();
    glPopMatrix();

    //左腿
    glPushMatrix();
    //左大腿
    glTranslatef(-0.375, 0.0, 0.0);
    glRotatef((GLfloat)right_shoulder, 1.0, 0.0, 0.0);
    glTranslatef(0.0, -0.5, 0.0);

    glColor3f(0.8, 1.0, 0.2);
    glPushMatrix();
    glScalef(0.5, 1.0, 0.5);
    glutSolidCube(1.0);
    glPopMatrix();

    //左小腿
    glTranslatef(0.0, -0.5, 0.0);
    glRotatef((GLfloat)right_elbow, 1.0, 0.0, 0.0);
    glTranslatef(0.0, -0.5, 0.0);
    glColor3f(0.5, 0.1, 0.8);
    glPushMatrix();
    glScalef(0.5, 1.0, 0.5);
    glutSolidCube(1.0);
    glPopMatrix();

    //左脚
    glTranslatef(0.0, -0.5, -0.1);
    glColor3f(0.5, 0.2, 1.0);
    glPushMatrix();
    glScalef(0.5, 0.1, 0.7);
    glutSolidCube(1.0);
    glPopMatrix();

    glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

void reshape(int w1, int h1){
    w = w1;
    h = h1;
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(65.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -5.0);
}

void keyboard(unsigned char key, int x, int y){
    /*
    //限制手脚活动空间
    if(left_shoulder>180) left_shoulder = 180;
    else if(left_shoulder<0) left_shoulder = 0;

    if(left_elbow>180) left_elbow = 180;
    else if(left_elbow<0) left_elbow = 0;
    */
    switch (key){
    case 'z':
        left_shoulder = (left_shoulder + 5) % 360;
        right_shoulder = (right_shoulder - 5) % 360;
        glutPostRedisplay();
        break;
    case 'x':
        left_shoulder = (left_shoulder - 5) % 360;
        right_shoulder = (right_shoulder + 5) % 360;
        glutPostRedisplay();
        break;
    case ';':
        left_shoulder = (left_shoulder + 5) % 360;
        glutPostRedisplay();
        break;
    case 'k':
        left_shoulder = (left_shoulder - 5) % 360;
        glutPostRedisplay();
        break;
    case 'o':
        left_elbow = (left_elbow + 5) % 360;
        glutPostRedisplay();
        break;
    case 'l':
        left_elbow = (left_elbow - 5) % 360;
        glutPostRedisplay();
        break;
    case 'a':
        right_shoulder = (right_shoulder + 5) % 360;
        glutPostRedisplay();
        break;
    case 'd':
        right_shoulder = (right_shoulder - 5) % 360;
        glutPostRedisplay();
        break;
    case 'w':
        right_elbow = (right_elbow + 5) % 360;
        glutPostRedisplay();
        break;
    case 's':
        right_elbow = (right_elbow - 5) % 360;
        glutPostRedisplay();
        break;
    case 'f':
        turn = (turn + 5) % 360;
        glutPostRedisplay();
        break;
    case 'j':
        turn = (turn - 5) % 360;
        glutPostRedisplay();
        break;
    default:
        break;
    }
}

int main(int argc, char** argv){
    glutInit(&argc, argv);
    glutInitDisplayMode(GL_DOUBLE | GLUT_RGB);
    glutInitWindowSize(800, 600);
    glutInitWindowPosition(100, 80);
    glutCreateWindow("robot");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
    return 0;
}
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