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顯示具有 08160864_李宥陵 標籤的文章。 顯示所有文章

2021年6月16日 星期三

嵐的QQ_week17

 1.複習打光、視窗調整、上色

程式碼:

放大視窗(預設300x300)
移動視窗(預設會照著前一個位置往下移一點點)

glutInitWindowSize(500,500);
glutInitWindowPosition(700,0);

色彩: glClearColor() glColor3f()

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();
}

打光試看看(可從 GLUT 範例拿來用)
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 };

同時要有打光的函式, 在 main()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

#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(300,300);
    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();
}

2.用 mouse motion 讓它可以轉起來


程式碼:

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
}
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
#include <GL/glut.h>
float angle=45,oldX, oldY;
void mouse(int button, int state, int x, int y){
    oldX=x;
}
void motion(int x, int y){
    angle += x-oldX;
    oldX = x;//小心,不要漏掉了
    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 );
        glPushMatrix();
            glTranslatef(-0.3, 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(-0.3, 0.1, 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();
}

2021年6月14日 星期一

嵐的QQ-week14

 1.sphere球體

2.新增程式碼,三秒變紅色

#include <GL/glut.h>
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutWireSphere(0.3,30,30);
    glutSwapBuffers();
}
void timer(int t)
{
    glClearColor(1,0,0,0);///清背景色:紅色
    display();///重畫畫面
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week14 timer ");

    glutDisplayFunc(display);
    glutTimerFunc(3000,timer,0);
    glutMainLoop();
}
3.三秒方塊旋轉

#include <GL/glut.h>
float angle=0;
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(angle,0,0,1);
        glutSolidCube(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
void timer(int t)
{
    glutTimerFunc(30,timer,t+1);
    glClearColor(1,0,0,0);///清背景色:紅色
    angle++;
    display();///重畫畫面
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week14 timer ");

    glutDisplayFunc(display);
    glutTimerFunc(3000,timer,0);
    glutMainLoop();
}
5.左右旋轉
#include <GL/glut.h>
float angle=0;
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(angle,0,0,1);
        glutSolidCube(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
int diff=2;
void timer(int t)
{
    glutTimerFunc(20,timer,t+1);
    glClearColor(1,0,0,0);///清背景色:紅色
    if(angle>90)diff=-2;
    if(angle<0)diff=+2;
    angle+=diff;
    display();///重畫畫面
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week14 timer ");

    glutDisplayFunc(display);
    glutTimerFunc(3000,timer,0);
    glutMainLoop();
}
6.加上手臂
void drawArm1()
{
    glPushMatrix();
        glScalef(1,0.5,0.5);///變細長的手臂
        glColor3f(1,0,0);///紅色的手臂
        glutSolidCube(0.2);
    glPopMatrix();
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,1);
        glutSolidCube(0.4);
        glPushMatrix();
            ///glTranslatef();
            ///glRotatef(angle,0,0,1);
            glTranslatef(-0.1,0,0);
            drawArm1();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
7.手臂轉動
#include <GL/glut.h>
float angle=0;
void drawArm1()
{
    glPushMatrix();
        glScalef(1,0.5,0.5);///變細長的手臂
        glColor3f(0,1,0);///綠色的手臂
        glutSolidCube(0.2);
    glPopMatrix();
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,1);
        glutSolidCube(0.4);///白色的身體
        glPushMatrix();
            glTranslatef(-0.2,0.2,0);///掛上肩膀
            glRotatef(angle,0,0,1);
            glTranslatef(-0.1,0,0);
            drawArm1();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
int diff=2;
void timer(int t)
{
    glutTimerFunc(20,timer,t+1);
    glClearColor(1,0,0,0);///清背景色:紅色
    if(angle>90)diff=-2;
    if(angle<0)diff=+2;
    angle+=diff;
    display();///重畫畫面
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week14 timer ");

    glutDisplayFunc(display);
    glutTimerFunc(3000,timer,0);
    glutMainLoop();
}








2021年6月9日 星期三

嵐的QQ_WEEK16

1.


接著我們改用mouse和motio使用

#include <stdio.h>///可割可棄 #include <GL/glut.h> float angle[20]={}, diff=2;///Step05 本來只有1個角度,現在有很多個,初始為0 int angleID=0; ///Step05 現在要改第幾個角度!!! int oldx=0; void timer( int t ){ } 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();///現在這個比較好, 以前會用 display()重畫 } void keyboard( unsigned char key, int x, int y){ ///Step05 if(key=='0') angleID=0; ///Step05 if(key=='1') angleID=1; ///Step05 if(key=='2') angleID=2; ///Step05 if(key=='3') angleID=3; ///Step05 } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glutSolidTeapot( 0.3 );///身體 glPushMatrix();///左半邊 glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[0], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手臂(沒有重疊) glPushMatrix(); glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[1], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手肘(重疊了) glPopMatrix(); glPopMatrix(); glPushMatrix();///右半邊 glTranslatef(+0.3, 0,0 ); glRotatef(-angle[2], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手臂 glPushMatrix(); glTranslatef(+0.3, 0,0 ); glRotatef(-angle[3], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手肘 glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week15 file"); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫 glutDisplayFunc(display); glutMainLoop(); }

































#include <stdio.h>///可割可棄
#include <GL/glut.h> float angle[20]={}, diff=2;///Step05 本來只有1個角度,現在有很多個,初始為0 int angleID=0; ///Step05 現在要改第幾個角度!!! int oldX=0; FILE*fout=NULL; void timer( int t ){ } void mouse(int button,int state,int x,int y) { oldX=x;///當mouse按下去 記下位置 } void motion(int x,int y) { angle[angleID] += x-oldX; ///用x-oldX oldX=x;///在更新位置 glutPostRedisplay();///現在這個比較好, 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");///以上兩行讓你知道印了什麼 } void keyboard( unsigned char key, int x, int y){ ///Step05 if(key=='0') angleID=0; ///Step05 if(key=='1') angleID=1; ///Step05 if(key=='2') angleID=2; ///Step05 if(key=='3') angleID=3; ///Step05 } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glutSolidTeapot( 0.3 );///身體 glPushMatrix();///左半邊 glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[0], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手臂(沒有重疊) glPushMatrix(); glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[1], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手肘(重疊了) glPopMatrix(); glPopMatrix(); glPushMatrix();///右半邊 glTranslatef(+0.3, 0,0 ); glRotatef(-angle[2], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手臂 glPushMatrix(); glTranslatef(+0.3, 0,0 ); glRotatef(-angle[3], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手肘 glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week15 file"); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫 glutDisplayFunc(display); glutMainLoop(); }


































































2.小黑視窗會出現這樣的程式碼




#include <stdio.h>///可割可棄 #include <GL/glut.h> float angle[20]={}, diff=2;///Step05 本來只有1個角度,現在有很多個,初始為0 int angleID=0; ///Step05 現在要改第幾個角度!!! int oldX=0; FILE*fout=NULL; FILE*fin =NULL; void timer( int t ){ glutTimerFunc(30,timer,t+1);///step-02播放動畫 if(fin==NULL)fin=fopen("angle.txt","r"); for(int i=0;i<20;i++)fscanf(fin,"%f",&angle[i]); glutPostRedisplay();///step-02播放動畫 重劃畫面 } void mouse(int button,int state,int x,int y) { oldX=x;///當mouse按下去 記下位置 } void motion(int x,int y) { angle[angleID] += x-oldX; ///用x-oldX oldX=x;///在更新位置 glutPostRedisplay();///現在這個比較好, 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");///以上兩行讓你知道印了什麼 } void keyboard( unsigned char key, int x, int y){ ///Step05 if(key=='0') angleID=0; ///Step05 if(key=='1') angleID=1; ///Step05 if(key=='2') angleID=2; ///Step05 if(key=='3') angleID=3; ///Step05 } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glutSolidTeapot( 0.3 );///身體 glPushMatrix();///左半邊 glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[0], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手臂(沒有重疊) glPushMatrix(); glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[1], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手肘(重疊了) glPopMatrix(); glPopMatrix(); glPushMatrix();///右半邊 glTranslatef(+0.3, 0,0 ); glRotatef(-angle[2], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手臂 glPushMatrix(); glTranslatef(+0.3, 0,0 ); glRotatef(-angle[3], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手肘 glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week15 file"); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫 glutDisplayFunc(display); glutMainLoop(); }




































3.下一步 把working.dir改成小數點
freeglut.dll angle.txt複製到專案檔

註解調timer  motion原本的程式碼
新增3個key並加入註解的程式碼
s 存檔位置   r 讀檔   p  播放

#include <stdio.h>///可割可棄 #include <GL/glut.h> float angle[20]={}, diff=2;///Step05 本來只有1個角度,現在有很多個,初始為0 int angleID=0; ///Step05 現在要改第幾個角度!!! int oldX=0; FILE*fout=NULL; FILE*fin =NULL; void timer( int t ){ // glutTimerFunc(30,timer,t+1);///step-02播放動畫 // if(fin==NULL)fin=fopen("angle.txt","r"); //for(int i=0;i<20;i++)fscanf(fin,"%f",&angle[i]); //glutPostRedisplay();///step-02播放動畫 重劃畫面 } void mouse(int button,int state,int x,int y) { oldX=x;///當mouse按下去 記下位置 } void motion(int x,int y) { angle[angleID] += x-oldX; ///用x-oldX oldX=x;///在更新位置 glutPostRedisplay();///現在這個比較好, // 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");///以上兩行讓你知道印了什麼 } void keyboard( unsigned char key, int x, int y){ ///Step05 if(key=='0') angleID=0; ///Step05 if(key=='1') angleID=1; ///Step05 if(key=='2') angleID=2; ///Step05 if(key=='3') angleID=3; ///Step05 if(key=='s'){///save 把所有的動作存檔後要關掉 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");///以上兩行讓你知道印了什麼 } if(key=='r'){///read 再開之後才能讀檔 if(fin==NULL)fin=fopen("angle.txt","r"); for(int i=0;i<20;i++)fscanf(fin,"%f",&angle[i]); glutPostRedisplay();///step-02播放動畫 重劃畫面 } if(key=='p'){///play 利用timer整個播放 } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glutSolidTeapot( 0.3 );///身體 glPushMatrix();///左半邊 glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[0], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手臂(沒有重疊) glPushMatrix(); glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[1], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手肘(重疊了) glPopMatrix(); glPopMatrix(); glPushMatrix();///右半邊 glTranslatef(+0.3, 0,0 ); glRotatef(-angle[2], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手臂 glPushMatrix(); glTranslatef(+0.3, 0,0 ); glRotatef(-angle[3], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手肘 glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week16 file"); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫 glutDisplayFunc(display); glutMainLoop(); }









4.讓他可以自己撥放動畫我們不用按R
  • 程式碼:
#include <stdio.h>///可割可棄 #include <GL/glut.h> float angle[20]={}, diff=2;///angle[i]化的角度,內插angleOld[i] angleNew[i] float angleOld[20]={},angleNew[20]={}; int angleID=0; ///Step05 現在要改第幾個角度!!! int oldX=0; FILE*fout=NULL; FILE*fin =NULL; void timer( int t ){ glutTimerFunc(30,timer,t+1);///step-02播放動畫 if( t%10==0){///step03-2每10frane就讀一筆新資料 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]);///step03-2再讀新資料 } float alpha = (t%10)/10.0; for(int i=0;i<20;i++){ angle[i]= alpha*angleNew[i]+(1-alpha)*angleOld[i]; } glutPostRedisplay();///step-02播放動畫 重劃畫面 } void mouse(int button,int state,int x,int y) { oldX=x;///當mouse按下去 記下位置 } void motion(int x,int y) { angle[angleID] += x-oldX; ///用x-oldX oldX=x;///在更新位置 glutPostRedisplay();///現在這個比較好, // 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");///以上兩行讓你知道印了什麼 } void keyboard( unsigned char key, int x, int y){ ///Step05 if(key=='0') angleID=0; ///Step05 if(key=='1') angleID=1; ///Step05 if(key=='2') angleID=2; ///Step05 if(key=='3') angleID=3; ///Step05 if(key=='s'){///save 把所有的動作存檔後要關掉 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");///以上兩行讓你知道印了什麼 } if(key=='r'){///read 再開之後才能讀檔 if(fin==NULL)fin=fopen("angle.txt","r"); for(int i=0;i<20;i++)fscanf(fin,"%f",&angle[i]); glutPostRedisplay();///step-02播放動畫 重劃畫面 } if(key=='p'){///play 利用timer整個播放 } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glutSolidTeapot( 0.3 );///身體 glPushMatrix();///左半邊 glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[0], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手臂(沒有重疊) glPushMatrix(); glTranslatef(-0.3,0,0);///(3)掛在正確的地方 glRotatef(angle[1], 0,0,1);///(2)旋轉 ///Step05 glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心 glutSolidTeapot( 0.3 );///左手肘(重疊了) glPopMatrix(); glPopMatrix(); glPushMatrix();///右半邊 glTranslatef(+0.3, 0,0 ); glRotatef(-angle[2], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手臂 glPushMatrix(); glTranslatef(+0.3, 0,0 ); glRotatef(-angle[3], 0,0,1); glTranslatef(+0.3, 0,0); glutSolidTeapot( 0.3 );///右手肘 glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week15 file"); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫 glutDisplayFunc(display); glutMainLoop();

距地表面160 Week11

 #include "glm.h" GLMmodel* pmodel = NULL; void drawmodel(void) {     if (!pmodel) { pmodel = glmReadOBJ("data/porsche.obj...