-glutInitWindowSize(400,400);//視窗大小
-glutInitWindowPosition(0,0);//視窗位置
- 在main函式前面加入:
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 };
在mainloop();前面加入:
glEnable(GL_DEPTH_TEST);//深度測試
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);
-float angle[20]={};
int angleID=0;
-鍵盤按鍵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;
}
要記得在main函式裡面加glutKeyboardFunc(keyboard);才會有動作
-存檔、讀檔
fprintf(fout, "%.2f", angle[i]);
fscanf(fin, "%f",&angle[i]);
注意fscanf後面要加&angle[i]
-timer
void timer(int t)
{
glutTimerFunc(30,timer,t+1);
if(t%30==0){///每幾個frame,讀一筆新資料,如果要讓動畫更順要把t%多少提高
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]);
///讀新資料前先備份
}
float alpha=(t%30)/30.0;///alpha內插
for(int i=0;i<20;i++){
angle[i]= alpha*angleNew[i]+(1-alpha)*angleOld[i];
}
glutPostRedisplay();///重畫畫面
}
最終程式碼:
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;
float angleOld[20]={}, angleNew[20]={};
int angleID=0;
int oldx=0;
FILE * fout = NULL;
FILE * fin = NULL;///播放動畫
void timer(int t)
{
glutTimerFunc(30,timer,t+1);
if(t%30==0){///每10個frame,讀一筆新資料
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]);
///讀新資料前先備份
}
float alpha=(t%30)/30.0;
for(int i=0;i<20;i++){
angle[i]= alpha*angleNew[i]+(1-alpha)*angleOld[i];
}
glutPostRedisplay();///重畫畫面
}
void mouse(int button, int state,int x, int y){
oldx=x;
}
void motion(int x, int y)
{
angle[angleID]+= x-oldx;
oldx=x;
glutPostRedisplay();
if(fout==NULL) fout=fopen("angle.txt", "w+");
for(int i=0; i<20;i++) fprintf(fout, "%.1f", angle[i]);
fprintf(fout, "\n");
for(int i=0;i<20;i++) printf("%.1f", angle[i]);
printf("\n");
}
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=='s'){///save
if(fout==NULL) fout=fopen("angle.txt", "w+");
for(int i=0; i<20;i++) fprintf(fout, "%.1f", angle[i]);
fprintf(fout, "\n");
for(int i=0;i<20;i++) printf("%.1f", angle[i]);
printf("\n");
}
if(key=='r'){///read
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
}
if(key=='p'){///play利用timer播放{
glutTimerFunc(0, timer, 0);
}
}
void display()
{
glClearColor(1,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPushMatrix();///左
glTranslatef(-0.3,0,0);
glRotated(angle[0],0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotated(angle[0],0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();///右
glTranslatef(+0.3,0,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(+0.3,0,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot(0.3);
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 );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(400,400);
glutInitWindowPosition(0,0);
glutCreateWindow("08160661");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutTimerFunc(0,timer,0);
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();
}
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