今天上課是做總複習
先建立一個GLUT專案 然後將main.cpp裡面的程式碼刪除
然後打上基本的架構
#include <GL/glut.h>
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
glutMainLoop();
}
視窗太小的話可以修改視窗大小
glutInitWindowSize(500,500);
glutInitWindowPosition(700,0);
色彩要加上
glClearColor();
glColor3f();
加上以上的功能會變成
#include <GL/glut.h>
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
glutMainLoop();
}
------------------------------------------------------------------------------------------------------------------接下來加入打光陣列
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 };
同時也要加入打光的函式 在main()裡呼叫
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);
整合以上所有功能會變成
#include <GL/glut.h>
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );
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);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
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();
}

加入打光之後才會有3D的感覺!
-------------------------------------------------------------------------------------------------------------------------
接下來要加入T-R-T
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
//glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();
//glTranslatef();///(3)再把轉動中的手臂,掛到肩上
//glRotatef();///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
要先將身體還有T-R-T前兩個註解掉 只有最後一個T
一個一個用好之後再把註解拔掉
再來要利用mouse motion讓滑鼠拖曳可以轉動關節
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motoin( int x, int y ){
angle += x-oldX;
oldX = x;//小心,不要漏掉了
glutPostRedisplay();///重畫畫面
}
滑鼠按下去--拖曳--滑鼠放開 = 一個循環
main()裡也要加入mouse motion
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
//...
}
整合上面全部功能會變成
#include <GL/glut.h>
float angle=90;
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motion( int x, int y ){
angle += x-oldX;
oldX = x;
glutPostRedisplay();///重畫畫面
}
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle, 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPopMatrix();
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);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}

滑鼠按下去 左邊關節要可以轉動才是成功的!
-------------------------------------------------------------------------------------------------------------------------
接下來要加入keyboard()來切換各個關節
float angle[20]={};///先都設成0
int angleID=0;///現在要動的關節是誰?
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
}
將每個關節加入angleID來使我們按keyboard的時候可以快速切換
main()裡要加入下面這行
glutKeyboardFunc(keyboard);
才可以註冊keyboard()
目前main()長這樣
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutKeyboardFunc(keyboard);///要有這行, 註冊 keyboard()
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
接下來更改mouse motion裡的設置 讓函式可以知道我們要切換哪個關節
void motion( int x, int y ){
angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..
oldX = x;
glutPostRedisplay();///重畫畫面
}
再來將左邊的手肘關節也做出來
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);///(2)再轉動它
glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
右半邊也照著做出來
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();///左半邊
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);///(2)再轉動它
glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);///(2)再轉動它
glTranslatef(+.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[3], 0,0,1);///(2)再轉動它
glTranslatef(+.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
注意!:每一個關節的angleID記得要改
整合上面的程式碼功能會變成
#include <GL/glut.h>
float oldX=0;
float angle[20]={};///先都設成0
int angleID=0;///現在要動的關節是誰?
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
}
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motion( int x, int y ){
angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..
oldX = x;
glutPostRedisplay();///重畫畫面
}
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();///左半邊
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);///(2)再轉動它
glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);///(2)再轉動它
glTranslatef(+.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[3], 0,0,1);///(2)再轉動它
glTranslatef(+.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手肘
glPopMatrix();
glPopMatrix();
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);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutKeyboardFunc(keyboard);///要有這行, 註冊 keyboard()
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}

-----------------------------------------------------------------------------------------------------------------------
接下來要加入存檔讀檔功能
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
然後要在keyboard()裡面加入存檔跟讀檔的按鍵
if(key=='s'){///存檔
if( fout==NULL ) fout = fopen("angle.txt", "w+");
for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
fprintf(fout, "\n");
printf("save angle.txt\n");
}else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
加入後keyboard()函式長這樣
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='s'){///存檔
if( fout==NULL ) fout = fopen("angle.txt", "w+"); ///write +寫入
for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
fprintf(fout, "\n");
printf("save angle.txt\n");
}else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");/// read 因為不用寫入所以不用有+
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}
加入之後完整程式碼
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20]={};///先都設成0
int angleID=0;///現在要動的關節是誰?
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='s'){///存檔
if( fout==NULL ) fout = fopen("angle.txt", "w+"); ///write +寫入
for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
fprintf(fout, "\n");
printf("save angle.txt\n");
}else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");/// read 因為不用寫入所以不用有+
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}///如果關節很多, 可能要用迴圈來讓程式只要2行 for(int i=0; i<10; i++)
///可能也要用到英文字母
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motion( int x, int y ){
angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..
oldX = x;
glutPostRedisplay();///重畫畫面
}
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();///左半邊
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);///(2)再轉動它
glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);///(2)再轉動它
glTranslatef(+.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[3], 0,0,1);///(2)再轉動它
glTranslatef(+.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手肘
glPopMatrix();
glPopMatrix();
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);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}
按下s儲存動作之後 一直按r就可以快速做動作!
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接下來要加入timer讓他直接播放動作 就不用一直按r了
先在keyboard()裡面加入新按鍵
if(key=='p'){///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
keyboard()會長這樣
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='p'){///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
if(key=='s'){///存檔
if( fout==NULL ) fout = fopen("angle.txt", "w+");
for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
fprintf(fout, "\n");
printf("save angle.txt\n");
}else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}
再來要加入timer()函式
void timer(int t){
glutTimerFunc( 500, timer, t+1);
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
這個函式是基本的timer() 還是有點卡
如果要更完美更順的話要用alpha內插
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20]={}, angleOld[20], angleNew[20];///先都設成0
int angleID=0;///現在要動的關節是誰?
void timer(int t){
glutTimerFunc( 50, timer, t+1);
if(t%10==0){
for(int i=0; i<20; i++) angleOld[i] = angleNew[i];
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angleNew[i]);
printf("read angle.txt\n");
}
float alpha = (t%10)/10.0;///介於 0.0 - 1.0 之間
for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];
glutPostRedisplay();///重畫畫面
}
整合以上的程式碼
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20]={}, angleOld[20], angleNew[20];///先都設成0
int angleID=0;///現在要動的關節是誰?
void timer(int t){
glutTimerFunc( 50, timer, t+1);
if(t%10==0){
for(int i=0; i<20; i++) angleOld[i] = angleNew[i];
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angleNew[i]);
printf("read angle.txt\n");
}
float alpha = (t%10)/10.0;///介於 0.0 - 1.0 之間
for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];
glutPostRedisplay();///重畫畫面
}
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='p'){///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
if(key=='s'){///存檔
if( fout==NULL ) fout = fopen("angle.txt", "w+");
for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
fprintf(fout, "\n");
printf("save angle.txt\n");
}else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}///如果關節很多, 可能要用迴圈來讓程式只要2行 for(int i=0; i<10; i++)
///可能也要用到英文字母
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motion( int x, int y ){
angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..
oldX = x;
glutPostRedisplay();///重畫畫面
}
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
glPushMatrix();///左半邊
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///(2)再轉動它
glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);///(2)再轉動它
glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);///(2)再轉動它
glTranslatef(+.3, .1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[3], 0,0,1);///(2)再轉動它
glTranslatef(+.3, 0, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手肘
glPopMatrix();
glPopMatrix();
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);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}

-------------------------------------------------------------------------------------------------------------------------
再來是製作貼圖
首先要安裝OpenCV 2.1安裝時選項要選第二個
安裝好以後開啟CodeBlocks-Settings-Compiler
在Search directories裡加入C:\OpenCV2.1\include
以及Linker settings加入cv210 cxcore210 highgui210三個
#include <GL/glut.h>
#include <opencv/highgui.h>
IplImage * img = NULL;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
img = cvLoadImage("background.png");///小心,要是.cpp的專案,才能簡單寫程式
cvShowImage("img", img);///秀圖
cvWaitKey(0);///等按任意鍵,才能繼續
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
glutMainLoop();
}
這樣貼圖就會貼在茶壺上面!
注意!:要去資料夾內把CodeBlocks Project .cbp檔 (week17_review.cbp)用Notepad++開起來
然後將working_dir裡的路徑修改成小數點"."
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