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2019年5月31日 星期五

week15

❤攝影機的運鏡❤

1.先下載老師給的data,win32,glut32.dll,source
   http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/


2.window.zip解壓縮到window資料夾,複製glut32.dll到window資料夾裡
   














3.打開Projection.exe來試試看運鏡




❤實作攝影機的運鏡❤

然後解壓縮然後打開lib資料夾,複製貼上libfreeglut.a,把複製的改名為libglut32.a



5.打開codeblack先建一個glut然後開啟執行,並把本來的程式刪光光


6.把source資料夾裡的glm.c,glm.h,projection.c複製到week15的資料夾
   並把glm.c改成glm.cpp











7.新增glm.cpp進來




















  (用note++打開projection.c參考)



8.把window的data複製到freeglut的bin資料夾


9.打出程式碼

------------程式碼------------
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("week15");

    glutDisplayFunc(display);

    glutMainLoop();
}

















(會做出一個白色的人)


10.再增加色彩(打光)程式碼

------------程式碼------------
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("week15");

    glutDisplayFunc(display);

    GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置
    glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
    glEnable(GL_LIGHT0);    ///NOW2 打光後變立體的彩色的
    glEnable(GL_LIGHTING);  ///NOW2 打光後變立體的彩色的
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置

    glutMainLoop();
}


















11.再增加運鏡的程式碼

------------程式碼------------
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
    glutTimerFunc(33, timer, t+1);///NOW3
    float angle=t/180.0*3.1415926;///NOW3 算出一個角度
    eyeX=cos(angle); eyeZ=sin(angle);///NOW3

    glMatrixMode(GL_MODELVIEW);///NOW3
    glLoadIdentity();///NOW3
    gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye
              0.0, 0.8, 0.0, ///NOW3 LookAt的 center
              0, 1, 0);///NOW3 LookAt的 up

    glutPostRedisplay();///NOW3 Re-display
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("week15");

    glutDisplayFunc(display);
    glutTimerFunc(33, timer, 0);///NOW3

    GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置
    glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
    glEnable(GL_LIGHT0);    ///NOW2 打光後變立體的彩色的
    glEnable(GL_LIGHTING);  ///NOW2 打光後變立體的彩色的
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置

    glutMainLoop();
}



















12.再調整要讓人物呈現的更自然

------------程式碼------------
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
    glutTimerFunc(33, timer, t+1);///NOW3
    float angle=t/180.0*3.1415926;///NOW3 算出一個角度
    eyeX=cos(angle); eyeZ=sin(angle);///NOW3

    glMatrixMode(GL_PROJECTION);///NOW4
    glLoadIdentity();///NOW4
glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法

    glMatrixMode(GL_MODELVIEW);///NOW3
    glLoadIdentity();///NOW3
    gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye
              0.0, 0.6, 0.0, ///NOW3 LookAt的 center
              0, 1, 0);///NOW3 LookAt的 up

    glutPostRedisplay();///NOW3 Re-display
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("week15");

    glutDisplayFunc(display);
    glutTimerFunc(33, timer, 0);///NOW3

    GLfloat light_pos[] = { 0.0, 0.0, 1.0, 0.0 };///NOW2 打光的位置
    glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
    glEnable(GL_LIGHT0);    ///NOW2 打光後變立體的彩色的
    glEnable(GL_LIGHTING);  ///NOW2 打光後變立體的彩色的
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置

    glutMainLoop();
}




















------------程式碼------------
#include <GL/glut.h>
#include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized()....
GLMmodel * pmodel=NULL;///NOW
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();
}
#include <math.h>
float eyeX=1, eyeY=0, eyeZ=0;
void timer(int t)///NOW3
{
    glutTimerFunc(33, timer, t+1);///NOW3
    float angle=t/180.0*3.1415926;///NOW3 算出一個角度
    eyeX=cos(angle); eyeZ=sin(angle);///NOW3

    glMatrixMode(GL_PROJECTION);///NOW4
    glLoadIdentity();///NOW4
    gluPerspective(60, 1, 0.001, 1000);///NOW5
///glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法 

    glMatrixMode(GL_MODELVIEW);///NOW3
    glLoadIdentity();///NOW3
    gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye
              0.0, 0.6, 0.0, ///NOW3 LookAt的 center
              0, 1, 0);///NOW3 LookAt的 up

    glutPostRedisplay();///NOW3 Re-display
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow("week15");

    glutDisplayFunc(display);
    glutTimerFunc(33, timer, 0);///NOW3

    GLfloat light_pos[] = { 0.0, 0.0, 1.0, 0.0 };///NOW2 打光的位置
    glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能
    glEnable(GL_LIGHT0);    ///NOW2 打光後變立體的彩色的
    glEnable(GL_LIGHTING);  ///NOW2 打光後變立體的彩色的
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置

    glutMainLoop();
}




















2019年5月24日 星期五

week14_06160371


❤計時器❤

1.先開啟freeglut windows網站 
https://www.transmissionzero.co.uk/software/freeglut-devel/
然後解壓縮然後打開lib資料夾,複製貼上libfreeglut.a,把複製的改名為libglut32.a



2.打開codeblack,建立一個project,然後建立glut開啟執行

  (把原本的程式碼刪光光)

3.在Google查詢http://billor.chsh.chc.edu.tw/sound/p.htm 找聲音下載

























(下載完後丟到freeglut的bin資料夾)







4.把老師在http://120.125.89.81/給的程式碼貼上(可以發出聲音,1秒一次)

-------------(程式碼)-----------------

#include <GL/glut.h>
#include <mmsystem.h>///NOW (0)發聲音
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutSwapBuffers();
}
void timer(int t)///NOW (2)
{
    glutTimerFunc(1000, timer, 0);///NOW2
    PlaySoundA("thwap.wav", NULL, SND_ASYNC);///NOW (2)
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);///大一點
    glutCreateWindow("week14 timer");

    glutDisplayFunc(display);
    glutTimerFunc(1000, timer, 0);///NOW (1)

    glutMainLoop();
}

5.計時器(會顯示數字跟茶壺會隨著時間轉動)

-------------(程式碼)-----------------

#include <GL/glut.h>
#include <mmsystem.h>///NOW (0)發聲音
#include <stdio.h>///NOW3 for printf()
float angle=0;///NOW4
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///NOW4
        glRotatef(angle, 0, 0, 1);///NOW4
        glutSolidTeapot( 0.3 );///NOW4
    glPopMatrix();///NOW4
    glutSwapBuffers();
}
void timer(int t)///NOW (2)
{
    glutTimerFunc(30, timer, t+1);///NOW4 ///NOW3 一起床,馬上撥下一個鬧鐘, 時間才會準
    printf("現在的 timer(t)的t是: %d\n", t);///NOW3
    angle = t;///NOW4
    glutPostRedisplay();///NOW4 要更新畫面
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);///大一點
    glutCreateWindow("week14 timer");

    glutDisplayFunc(display);
    glutTimerFunc(1000, timer, 0);///NOW (1)

    glutMainLoop();
}

















 ❤內插公式❤

6.用excel來算內插公式



















7.讓茶壺會奔跑

-------------(程式碼)-----------------

#include <GL/glut.h>
#include <mmsystem.h>///NOW (0)發聲音
#include <stdio.h>///NOW3 for printf()
float angle=0;///NOW4
float nowX=0;///NOW5
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///NOW4
        ///glRotatef(angle, 0, 0, 1);///NOW4
        glTranslatef(nowX, 0, 0);///NOW5
        glutSolidTeapot( 0.3 );///NOW4
    glPopMatrix();///NOW4
    glutSwapBuffers();
}
void timer(int t)///NOW (2)
{/// 1000 ms = 1秒,   33ms = 0.033秒 => 33*30=1000,  30fps
    glutTimerFunc(33, timer, t+1);///NOW4 ///NOW3 一起床,馬上撥下一個鬧鐘, 時間才會準
    printf("現在的 timer(t)的t是: %d\n", t);///NOW3
    float alpha = (t%30) / 30.0;///變成 alpha: 0.0 ~ 1.0  ///NOW5
    nowX = alpha*1.0 + (1-alpha)* -1.0;///NOW5

    glutPostRedisplay();///NOW4 要更新畫面
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);///大一點
    glutCreateWindow("week14 timer");

    glutDisplayFunc(display);
    glutTimerFunc(1000, timer, 0);///NOW (1)

    glutMainLoop();
}














8.開啟之前回家作業的機器人,要做動畫



























-------------(程式碼)-----------------

GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel51 = NULL;

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 };

float angle[20];///NOW1
int angleID=1;

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ///身體
    glPushMatrix();
        glTranslatef(0, 0.3,0 );
        glScalef(0.5,0.5,0.5);

            if (!pmodel) {
                pmodel = glmReadOBJ("data/06160451.obj");
            if (!pmodel) exit(0);
                glmUnitize(pmodel);
                glmFacetNormals(pmodel);
                glmVertexNormals(pmodel, 90.0);
            }
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
        ///右上臂
        glPushMatrix();
            glTranslatef(0.45,0.3,0 );
            glScalef(0.5,0.5,0.5);
            glRotatef(angle[1], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);

            glPushMatrix();
            glTranslatef(0,-1.1,0 );
            glScalef(1,1,1);
            glRotatef(angle[2], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
        glPopMatrix();
        glPushMatrix();
            glTranslatef(-0.45,0.3,0 );
            glScalef(0.5,0.5,0.5);
            glRotatef(angle[3], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);

            glPushMatrix();
            glTranslatef(0,-1.1,0 );
            glScalef(1,1,1);
            glRotatef(angle[4], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
        glPopMatrix();

        glPushMatrix();
            glTranslatef(0.2,-1.05,0 );
            glScalef(0.5,0.5,0.5);
            glRotatef(angle[5], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);


            glPushMatrix();
                glTranslatef(0,-1.2,0 );
                glScalef(1,1,1);
                glRotatef(angle[6], 0,0,1);
                glTranslatef(0,-0.7, 0);
                if (!pmodel2) {
                    pmodel2 = glmReadOBJ("data/123.obj");
                    if (!pmodel2) exit(0);
                    glmUnitize(pmodel2);
                    glmFacetNormals(pmodel2);
                    glmVertexNormals(pmodel2, 90.0);
                }
                glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
                glPopMatrix();
            glPopMatrix();

        glPushMatrix();
            glTranslatef(-0.2,-1.05,0 );
            glScalef(0.5,0.5,0.5);
            glRotatef(angle[7], 0,0,1);
            glTranslatef(0,-0.7, 0);
            if (!pmodel2) {
                pmodel2 = glmReadOBJ("data/123.obj");
            if (!pmodel2) exit(0);
                glmUnitize(pmodel2);
                glmFacetNormals(pmodel2);
                glmVertexNormals(pmodel2, 90.0);
            }
            glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);


            glPushMatrix();
                glTranslatef(0,-1.2,0 );
                glScalef(1,1,1);
                glRotatef(angle[8], 0,0,1);
                glTranslatef(0,-0.7, 0);
                if (!pmodel2) {
                    pmodel2 = glmReadOBJ("data/123.obj");
                    if (!pmodel2) exit(0);
                    glmUnitize(pmodel2);
                    glmFacetNormals(pmodel2);
                    glmVertexNormals(pmodel2, 90.0);
                }
                glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
                glPopMatrix();
            glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();
}
int oldX=0;
void mouse(int button, int state, int x, int y)///NOW2
{
    oldX = x;
}
#include <stdio.h>
void motion(int x, int y)
{
    angle[angleID] += x-oldX;
    oldX = x;
    for(int i=0;i<20;i++){
    printf(" %.2f ", angle[i]);
    }
    printf("\n");
    display();
}
void timer(int t)///NOW3
{
    glutTimerFunc(1000, timer, t+1);///NOW3
    if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
    for(int i=0; i<20; i++){///NOW3
        fscanf(fin, "%f", &angle[i]);///NOW3
    }
}

void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') angleID=1;
    if(key=='2') angleID=2;
    if(key=='3') angleID=3;
    if(key=='4') angleID=4;
    if(key=='5') angleID=5;
    if(key=='6') angleID=6;
    if(key=='7') angleID=7;
    if(key=='8') angleID=8;
    if(key=='w'){///NOW1
        if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW1
        for(int i=0; i<20; i++){///NOW1
            fprintf(fout, "%.1f ", angle[i]);///NOW1
        }///NOW1
        fprintf(fout, "\n");///NOW1
    }
    if(key=='r'){///NOW2
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW2
        for(int i=0; i<20; i++){///NOW2
            fscanf(fin, "%f", &angle[i]);///NOW2
        }
    }
    if(key=='t' || key=='p'){///NOW3 ///啟動timer 或是 play
        glutTimerFunc(1000, timer, 0);///NOW3
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
        for(int i=0; i<20; i++){///NOW3
            fscanf(fin, "%f", &angle[i]);///NOW3
        }
    }
    glutPostRedisplay();///NOW2 請讀到angle[i]之後, 重畫畫面
}

int main(int argc,char**argv){
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("Week06");

    glutDisplayFunc(display);
    glutIdleFunc(display);
    glClearColor(1,1,1,1);
    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);
    glutKeyboardFunc(keyboard);///NOW3
    glutMouseFunc(mouse);///NOW2
    glutMotionFunc(motion);///NOW2
    glutDisplayFunc(display);

    glutMainLoop();
}