2021年6月16日 星期三

倫 電腦圖學 Week17

 

一個打光的茶壺!

#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 );///茶壺的顏色 黃色
        glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };///打光的程式要放在main之前
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);///視窗大小
    glutInitWindowPosition(0,0);///視窗位置
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week17 review");

    glutDisplayFunc(display);
    glEnable(GL_DEPTH_TEST);///深度偵測要開
    glDepthFunc(GL_LESS);///要放在main loop之前
    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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滑鼠可以拖動茶壺移動!!


#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(300,300);

    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();

}


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可用數字鍵控制關節移動!


#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+");

        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(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();

}

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