顯示具有 week17 標籤的文章。 顯示所有文章
顯示具有 week17 標籤的文章。 顯示所有文章

2021年6月25日 星期五

距地表面160 week 17

\ 總複習/


  • 改變顏色

#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();

}

///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 };

int main( int argc, char ** argv )

{

    glutInit( &argc, argv);

    glutInitWindowSize(300,300);

    glutInitWindowPosition(200,200);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week17 review");


    glutDisplayFunc(display);

///打光函式貼這裡

    glEnable(GL_DEPTH_TEST);///測試3D一定要 很重要

    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();

}

--
第四步
#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();
}
完成圖





2021年6月19日 星期六

嘎嘎烏拉-(電腦圖學)Week17電腦圖學筆記

 課堂一開始複習老師教的,先做一個茶壺,程式碼如下:

#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(); } 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); glutMainLoop();

   }

接著打光,如下圖,程式碼也如下:


#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(450 ,450);///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();

}

接下來的任務是!!!!加入一個茶壺,並且讓滑鼠可以跟著轉動,其程式碼如下:

#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();
}
下個步驟就是加入按數字,可以控制關節,程式碼如下:
#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();
}















2021年6月18日 星期五

week17

     -glutInitWindowSize(400,400);//視窗大小

    -glutInitWindowPosition(0,0);//視窗位置

 

加入打光的程式碼

- 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);


    -控制滑鼠glutMouseFunc(mouse);
                       glutMotionFunc(motion);
利用x和x的舊座標

-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();

}



2021年6月16日 星期三

築損 Week17

 第1部份

總複習

基本執行程式

先顯示出茶壺

程式碼

#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(); }











調整視窗大小跟位置

glutCreateWindow("week17 review"); glutInitWindowSize(500,500);



將背景換成紅色,將茶壺換成黃色

void display(){ glClearColor(1,0,0,0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1,1,0); glutSolidTeapot( 0.3 ); glutSwapBuffers(); }




新增第二個小茶壺,顏色是紅色

void display(){ glClearColor(1,0,0,0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1,1,0); glutSolidTeapot( 0.3 ); glColor3f(1,0,0); glutSolidTeapot(0.1); glutSwapBuffers(); }





加上打光

要寫在main函式前

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 };





要寫在main函式裡glutMainloop()前

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);








把視窗縮小

新增手臂,加上TRT

float angle=90; 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(); }







加上mouse motion 讓滑鼠能控制

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;//小心,不要漏掉了 glutPostRedisplay();///重畫畫面 }







記得要在main函式中呼叫mouse motion

glutMouseFunc(mouse);

glutMotionFunc(motion);

新增keyboard控制多個關節轉動

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; }






記得在main函式裡註冊keyboard

glutKeyboardFunc(keyboard);

左邊用好複製右手

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(); }














新增存讀檔

#include <stdio.h>

FILE * fout = NULL;

FILE * fin = NULL;

    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"); }






執行後會在專案中新增angle.txt

按下s會儲存座標 按下r會執行angle.txt 中的座標

新增動畫

加上timer

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"); }




在keyboard裡用按鍵控制timer

if(key=='p'){///Play播放

        glutTimerFunc(0, timer, 0);///一開始的第1個timer

    }

加上alpha讓動畫從定格變流暢

float angle[20]={}, angleOld[20], angleNew[20];///先都設成0

void timer(int t){ glutTimerFunc( 20, timer, t+1); if(t%25==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%25)/25.0;///介於 0.0 舊 - 1.0 新 之間 (請代入 0, 0.5, 1 觀察) for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i]; glutPostRedisplay();///重畫畫面 }







這樣就能順暢地播放動畫

執行結果


-----------------------------------------------------------------------------------------------------------------------------

全部程式碼

#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( 20, timer, t+1); if(t%25==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%25)/25.0;///介於 0.0 舊 - 1.0 新 之間 (請代入 0, 0.5, 1 觀察) 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(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(); }


-----------------------------------------------------------------------------------------------------------------------------

距地表面160 Week11

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