- 作業一 : 存檔 & 讀檔
程式 :
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmode2 = NULL;
GLMmodel* pmode3 = NULL;
GLMmodel* pmode4 = NULL;
GLMmodel* pmode5 = NULL;
GLMmodel* pmode6 = NULL;
GLMmodel* pmode7 = NULL;
GLMmodel* pmode8 = NULL;
GLMmodel* pmode9 = NULL;
GLMmodel* pmode10 = NULL;
float angle[20]={};
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// angle=angle+0.05;;
// glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
//glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
//glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode2) {
pmode2 = glmReadOBJ("data/body.obj");
if (!pmode2) exit(0);
//glmUnitize(pmode2);
glmFacetNormals(pmode2);
glmVertexNormals(pmode2, 90.0);
}
glmDraw(pmode2, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode3) {
pmode3 = glmReadOBJ("data/Rarm.obj");
if (!pmode3) exit(0);
//glmUnitize(pmode3);
glmFacetNormals(pmode3);
glmVertexNormals(pmode3, 90.0);
}
//glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode4) {
pmode4 = glmReadOBJ("data/Larm.obj");
if (!pmode4) exit(0);
//glmUnitize(pmode4);
glmFacetNormals(pmode4);
glmVertexNormals(pmode4, 90.0);
}
//glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode5) {
pmode5 = glmReadOBJ("data/Rhand.obj");
if (!pmode5) exit(0);
//glmUnitize(pmode5);
glmFacetNormals(pmode5);
glmVertexNormals(pmode5, 90.0);
}
//glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode6) {
pmode6 = glmReadOBJ("data/Lhand.obj");
if (!pmode6) exit(0);
//glmUnitize(pmode6);
glmFacetNormals(pmode6);
glmVertexNormals(pmode6, 90.0);
}
//glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode7) {
pmode7 = glmReadOBJ("data/Rleg.obj");
if (!pmode7) exit(0);
// glmUnitize(pmode7);
glmFacetNormals(pmode7);
glmVertexNormals(pmode7, 90.0);
}
//glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode8) {
pmode8 = glmReadOBJ("data/Lleg.obj");
if (!pmode8) exit(0);
//glmUnitize(pmode8);
glmFacetNormals(pmode8);
glmVertexNormals(pmode8, 90.0);
}
//glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode9) {
pmode9 = glmReadOBJ("data/Rfoot.obj");
if (!pmode9) exit(0);
//glmUnitize(pmode9);
glmFacetNormals(pmode9);
glmVertexNormals(pmode9, 90.0);
}
//glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode10) {
pmode10 = glmReadOBJ("data/Lfoot.obj");
if (!pmode10) exit(0);
//glmUnitize(pmode10);
glmFacetNormals(pmode10);
glmVertexNormals(pmode10, 90.0);
}
//glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.27,0.21,0);
glRotatef(-angle[0],0,0,1);
glTranslatef(-0.27,-0.21,0);
glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.53,0.2,0);
glRotatef(-angle[1],0,0,1);
glTranslatef(-0.53,-0.2,0);
glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
//glutSolidTeapot(0.03);
glTranslatef(-0.27,+0.21,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(0.27,-0.21,0);
glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.54,0.2,0);
glRotatef(-angle[3],0,0,1);
glTranslatef(0.54,-0.2,0);
glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.13,-0.18,0);
glRotatef(-angle[4],0,0,1);
glTranslatef(-0.13,0.18,0);
glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.14,-0.44,0);
glRotatef(-angle[5],0,0,1);
glTranslatef(-0.14,0.44,0);
glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.12,-0.165,0);
glRotatef(-angle[6],0,0,1);
glTranslatef(0.12,0.165,0);
glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.15,-0.43,0);
glRotatef(-angle[7],0,0,1);
glTranslatef(0.15,0.43,0);
glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.25,0);
glRotatef(-angle[8],0,0,1);
glTranslatef(0,-0.25,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
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 };
#include <stdio.h>
void timer(int t)
{
printf("%d",t);
glutTimerFunc(100,timer,t+1);
printf("·stimer");
// angle+=3;
glutPostRedisplay();
printf("ºÎ¤F\n");
}
int oldX=0,oldY=0;
FILE * fout=NULL;///存檔的步驟2, 宣告一個檔案的指標, (一開始是空的NULL)
void keyboard(unsigned char key,int x,int y)
{
printf("%c\n", key);///你按了什麼鍵,印出來,方便了解老師按了什麼鍵
if(key=='s'){///存檔的步驟3, 在按下 's' 鍵 save存檔
if(fout == NULL){/// (一開始是空的NULL)
fout = fopen("file.txt", "w+");///開啟檔案,檔名準備好, 並且是用 write加 模式
printf("現在開啟一個檔案file.txt, w+模式\n");
}
printf("想要寫這些數值到檔案%f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
fprintf( fout, "%f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
}
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
}
void mouse(int button,int state,int x,int y)
{
oldX=x; oldY=y;
glutPostRedisplay();
}
void motion(int x,int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
//glutIdleFunc(display);
//glutTimerFunc(2000,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
// glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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();
}
步驟二 : 讀剛剛存的動作。
程式 :
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmode2 = NULL;
GLMmodel* pmode3 = NULL;
GLMmodel* pmode4 = NULL;
GLMmodel* pmode5 = NULL;
GLMmodel* pmode6 = NULL;
GLMmodel* pmode7 = NULL;
GLMmodel* pmode8 = NULL;
GLMmodel* pmode9 = NULL;
GLMmodel* pmode10 = NULL;
float angle[20]={};
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// angle=angle+0.05;;
// glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
//glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
//glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode2) {
pmode2 = glmReadOBJ("data/body.obj");
if (!pmode2) exit(0);
//glmUnitize(pmode2);
glmFacetNormals(pmode2);
glmVertexNormals(pmode2, 90.0);
}
glmDraw(pmode2, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode3) {
pmode3 = glmReadOBJ("data/Rarm.obj");
if (!pmode3) exit(0);
//glmUnitize(pmode3);
glmFacetNormals(pmode3);
glmVertexNormals(pmode3, 90.0);
}
//glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode4) {
pmode4 = glmReadOBJ("data/Larm.obj");
if (!pmode4) exit(0);
//glmUnitize(pmode4);
glmFacetNormals(pmode4);
glmVertexNormals(pmode4, 90.0);
}
//glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode5) {
pmode5 = glmReadOBJ("data/Rhand.obj");
if (!pmode5) exit(0);
//glmUnitize(pmode5);
glmFacetNormals(pmode5);
glmVertexNormals(pmode5, 90.0);
}
//glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode6) {
pmode6 = glmReadOBJ("data/Lhand.obj");
if (!pmode6) exit(0);
//glmUnitize(pmode6);
glmFacetNormals(pmode6);
glmVertexNormals(pmode6, 90.0);
}
//glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode7) {
pmode7 = glmReadOBJ("data/Rleg.obj");
if (!pmode7) exit(0);
// glmUnitize(pmode7);
glmFacetNormals(pmode7);
glmVertexNormals(pmode7, 90.0);
}
//glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode8) {
pmode8 = glmReadOBJ("data/Lleg.obj");
if (!pmode8) exit(0);
//glmUnitize(pmode8);
glmFacetNormals(pmode8);
glmVertexNormals(pmode8, 90.0);
}
//glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode9) {
pmode9 = glmReadOBJ("data/Rfoot.obj");
if (!pmode9) exit(0);
//glmUnitize(pmode9);
glmFacetNormals(pmode9);
glmVertexNormals(pmode9, 90.0);
}
//glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode10) {
pmode10 = glmReadOBJ("data/Lfoot.obj");
if (!pmode10) exit(0);
//glmUnitize(pmode10);
glmFacetNormals(pmode10);
glmVertexNormals(pmode10, 90.0);
}
//glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.27,0.21,0);
glRotatef(-angle[0],0,0,1);
glTranslatef(-0.27,-0.21,0);
glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.53,0.2,0);
glRotatef(-angle[1],0,0,1);
glTranslatef(-0.53,-0.2,0);
glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
//glutSolidTeapot(0.03);
glTranslatef(-0.27,+0.21,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(0.27,-0.21,0);
glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.54,0.2,0);
glRotatef(-angle[3],0,0,1);
glTranslatef(0.54,-0.2,0);
glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.13,-0.18,0);
glRotatef(-angle[4],0,0,1);
glTranslatef(-0.13,0.18,0);
glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.14,-0.44,0);
glRotatef(-angle[5],0,0,1);
glTranslatef(-0.14,0.44,0);
glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.12,-0.165,0);
glRotatef(-angle[6],0,0,1);
glTranslatef(0.12,0.165,0);
glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.15,-0.43,0);
glRotatef(-angle[7],0,0,1);
glTranslatef(0.15,0.43,0);
glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.25,0);
glRotatef(-angle[8],0,0,1);
glTranslatef(0,-0.25,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
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 };
#include <stdio.h>
void timer(int t)
{
printf("%d",t);
glutTimerFunc(100,timer,t+1);
printf("·stimer");
// angle+=3;
glutPostRedisplay();
printf("ºÎ¤F\n");
}
int oldX=0,oldY=0;
FILE * fout=NULL;///存檔的步驟2, 宣告一個檔案的指標, (一開始是空的NULL)
FILE * fin=NULL;///讀檔的步驟1, 宣告一個檔案的指標, (一開始是空的NULL)
void keyboard(unsigned char key,int x,int y)
{
printf("%c\n", key);///你按了什麼鍵,印出來,方便了解老師按了什麼鍵
if(key=='s'){///存檔的步驟3, 在按下 's' 鍵 save存檔
if(fout == NULL){/// (一開始是空的NULL)
fout = fopen("file.txt", "w+");///開啟檔案,檔名準備好, 並且是用 write加 模式
printf("Now open file.txt for write+ Mode\n");
}
printf("Now write angle[] %f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
fprintf( fout, "%f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
}
if(key=='r'){///讀檔的步驟2, 按下 'r' 去read
if(fin == NULL){
fin = fopen("file.txt", "r");///讀檔的步驟3,檔名準備好, 並且是用 read 模式
printf("Now open file.txt for read Mode\n");
}
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5], &angle[6], &angle[7], &angle[8]);
printf("Now read angle[] Pa Pa Pa\n"); ///讀檔的步驟 fscanf()讀進來
glutPostRedisplay();
}
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
}
void mouse(int button,int state,int x,int y)
{
oldX=x; oldY=y;
glutPostRedisplay();
}
void motion(int x,int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
//glutIdleFunc(display);
//glutTimerFunc(2000,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
// glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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();
}
步驟三 : 讓動作更連貫一點。
程式 :
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmode2 = NULL;
GLMmodel* pmode3 = NULL;
GLMmodel* pmode4 = NULL;
GLMmodel* pmode5 = NULL;
GLMmodel* pmode6 = NULL;
GLMmodel* pmode7 = NULL;
GLMmodel* pmode8 = NULL;
GLMmodel* pmode9 = NULL;
GLMmodel* pmode10 = NULL;
float alpha=0.0;///現在要改成交叉相乘的內插方式算角度: alpha
float oldAngle[20]={};///現在要改成交叉相乘的內插方式算角度: oldAngle
float newAngle[20]={};///現在要改成交叉相乘的內插方式算角度: newAngle
float angle[20]={};///現在要改成交叉相乘的內插方式算角度: 我們要用來畫的 angle 的陣列
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// angle=angle+0.05;;
// glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
//glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
//glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode2) {
pmode2 = glmReadOBJ("data/body.obj");
if (!pmode2) exit(0);
//glmUnitize(pmode2);
glmFacetNormals(pmode2);
glmVertexNormals(pmode2, 90.0);
}
glmDraw(pmode2, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode3) {
pmode3 = glmReadOBJ("data/Rarm.obj");
if (!pmode3) exit(0);
//glmUnitize(pmode3);
glmFacetNormals(pmode3);
glmVertexNormals(pmode3, 90.0);
}
//glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode4) {
pmode4 = glmReadOBJ("data/Larm.obj");
if (!pmode4) exit(0);
//glmUnitize(pmode4);
glmFacetNormals(pmode4);
glmVertexNormals(pmode4, 90.0);
}
//glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode5) {
pmode5 = glmReadOBJ("data/Rhand.obj");
if (!pmode5) exit(0);
//glmUnitize(pmode5);
glmFacetNormals(pmode5);
glmVertexNormals(pmode5, 90.0);
}
//glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode6) {
pmode6 = glmReadOBJ("data/Lhand.obj");
if (!pmode6) exit(0);
//glmUnitize(pmode6);
glmFacetNormals(pmode6);
glmVertexNormals(pmode6, 90.0);
}
//glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode7) {
pmode7 = glmReadOBJ("data/Rleg.obj");
if (!pmode7) exit(0);
// glmUnitize(pmode7);
glmFacetNormals(pmode7);
glmVertexNormals(pmode7, 90.0);
}
//glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode8) {
pmode8 = glmReadOBJ("data/Lleg.obj");
if (!pmode8) exit(0);
//glmUnitize(pmode8);
glmFacetNormals(pmode8);
glmVertexNormals(pmode8, 90.0);
}
//glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode9) {
pmode9 = glmReadOBJ("data/Rfoot.obj");
if (!pmode9) exit(0);
//glmUnitize(pmode9);
glmFacetNormals(pmode9);
glmVertexNormals(pmode9, 90.0);
}
//glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode10) {
pmode10 = glmReadOBJ("data/Lfoot.obj");
if (!pmode10) exit(0);
//glmUnitize(pmode10);
glmFacetNormals(pmode10);
glmVertexNormals(pmode10, 90.0);
}
//glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.27,0.21,0);
glRotatef(-angle[0],0,0,1);
glTranslatef(-0.27,-0.21,0);
glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.53,0.2,0);
glRotatef(-angle[1],0,0,1);
glTranslatef(-0.53,-0.2,0);
glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
//glutSolidTeapot(0.03);
glTranslatef(-0.27,+0.21,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(0.27,-0.21,0);
glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.54,0.2,0);
glRotatef(-angle[3],0,0,1);
glTranslatef(0.54,-0.2,0);
glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.13,-0.18,0);
glRotatef(-angle[4],0,0,1);
glTranslatef(-0.13,0.18,0);
glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.14,-0.44,0);
glRotatef(-angle[5],0,0,1);
glTranslatef(-0.14,0.44,0);
glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.12,-0.165,0);
glRotatef(-angle[6],0,0,1);
glTranslatef(0.12,0.165,0);
glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.15,-0.43,0);
glRotatef(-angle[7],0,0,1);
glTranslatef(0.15,0.43,0);
glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.25,0);
glRotatef(-angle[8],0,0,1);
glTranslatef(0,-0.25,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
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 };
#include <stdio.h>
void timer(int t)
{
printf("%d",t);
glutTimerFunc(100,timer,t+1);
printf("·stimer");
// angle+=3;
glutPostRedisplay();
printf("ºÎ¤F\n");
}
int oldX=0,oldY=0;
FILE * fout=NULL;///存檔的步驟2, 宣告一個檔案的指標, (一開始是空的NULL)
FILE * fin=NULL;///讀檔的步驟1, 宣告一個檔案的指標, (一開始是空的NULL)
void keyboard(unsigned char key,int x,int y)
{
printf("%c\n", key);///你按了什麼鍵,印出來,方便了解老師按了什麼鍵
if(key=='s'){///存檔的步驟3, 在按下 's' 鍵 save存檔
if(fout == NULL){/// (一開始是空的NULL)
fout = fopen("file.txt", "w+");///開啟檔案,檔名準備好, 並且是用 write加 模式
printf("Now open file.txt for write+ Mode\n");
}
printf("Now write angle[] %f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
fprintf( fout, "%f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
}
if(key=='r'){///讀檔的步驟2, 按下 'r' 去read, ///現在要改成交叉相乘的內插方式算角度
if(fin == NULL){
fin = fopen("file.txt", "r");///讀檔的步驟3,檔名準備好, 並且是用 read 模式
printf("Now open file.txt for read Mode\n");
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
}
if(alpha >= 1.0){///如果讀太多,alpha超過了, 就要再讀新的angle, 而且要把原來新的,先變舊的
/// oldAngle = newAngle
for(int i=0;i<9;i++) oldAngle[i] = newAngle[i];
/// read newAngle
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
printf("Now read angle[] Pa Pa Pa\n"); ///讀檔的步驟 fscanf()讀進來
alpha=0.0;
}
///angle = alpha * newAngle + (1-alpha)* oldAngle;
for(int i=0;i<9;i++){///小心, 角度不見得只有9個,可能更多哦! 要調好,有更多,就要內插更多 ex. 20個
angle[i]=alpha*newAngle[i] + (1-alpha)*oldAngle[i];///現在要改成交叉相乘的內插方式算角度
}
alpha += 0.1;///現在要改成交叉相乘的內插方式算角度, 每次加一點點alpha
glutPostRedisplay();
}
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
}
void mouse(int button,int state,int x,int y)
{
oldX=x; oldY=y;
glutPostRedisplay();
}
void motion(int x,int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
//glutIdleFunc(display);
//glutTimerFunc(2000,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
// glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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();
}
- 作業二 : 利用Timer自動內插
程式 :
///hw4_動作存檔讀檔加內插與timer_mouse_keyboard.cpp
///目標: angle[] 存起來, file.txt
#include <stdio.h> ///存檔的步驟1: #include <stdio.h> 裡面有 printf, scanf, fprintf, fscanf
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmode2 = NULL;
GLMmodel* pmode3 = NULL;
GLMmodel* pmode4 = NULL;
GLMmodel* pmode5 = NULL;
GLMmodel* pmode6 = NULL;
GLMmodel* pmode7 = NULL;
GLMmodel* pmode8 = NULL;
GLMmodel* pmode9 = NULL;
GLMmodel* pmode10 = NULL;
float alpha=0.0;///現在要改成交叉相乘的內插方式算角度: alpha
float oldAngle[20]={};///現在要改成交叉相乘的內插方式算角度: oldAngle
float newAngle[20]={};///現在要改成交叉相乘的內插方式算角度: newAngle
float angle[20]={};///現在要改成交叉相乘的內插方式算角度: 我們要用來畫的 angle 的陣列
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// angle=angle+0.05;;
// glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
//glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
//glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode2) {
pmode2 = glmReadOBJ("data/body.obj");
if (!pmode2) exit(0);
//glmUnitize(pmode2);
glmFacetNormals(pmode2);
glmVertexNormals(pmode2, 90.0);
}
glmDraw(pmode2, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode3) {
pmode3 = glmReadOBJ("data/Rarm.obj");
if (!pmode3) exit(0);
//glmUnitize(pmode3);
glmFacetNormals(pmode3);
glmVertexNormals(pmode3, 90.0);
}
//glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode4) {
pmode4 = glmReadOBJ("data/Larm.obj");
if (!pmode4) exit(0);
//glmUnitize(pmode4);
glmFacetNormals(pmode4);
glmVertexNormals(pmode4, 90.0);
}
//glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode5) {
pmode5 = glmReadOBJ("data/Rhand.obj");
if (!pmode5) exit(0);
//glmUnitize(pmode5);
glmFacetNormals(pmode5);
glmVertexNormals(pmode5, 90.0);
}
//glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode6) {
pmode6 = glmReadOBJ("data/Lhand.obj");
if (!pmode6) exit(0);
//glmUnitize(pmode6);
glmFacetNormals(pmode6);
glmVertexNormals(pmode6, 90.0);
}
//glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode7) {
pmode7 = glmReadOBJ("data/Rleg.obj");
if (!pmode7) exit(0);
// glmUnitize(pmode7);
glmFacetNormals(pmode7);
glmVertexNormals(pmode7, 90.0);
}
//glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode8) {
pmode8 = glmReadOBJ("data/Lleg.obj");
if (!pmode8) exit(0);
//glmUnitize(pmode8);
glmFacetNormals(pmode8);
glmVertexNormals(pmode8, 90.0);
}
//glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode9) {
pmode9 = glmReadOBJ("data/Rfoot.obj");
if (!pmode9) exit(0);
//glmUnitize(pmode9);
glmFacetNormals(pmode9);
glmVertexNormals(pmode9, 90.0);
}
//glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
if (!pmode10) {
pmode10 = glmReadOBJ("data/Lfoot.obj");
if (!pmode10) exit(0);
//glmUnitize(pmode10);
glmFacetNormals(pmode10);
glmVertexNormals(pmode10, 90.0);
}
//glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.27,0.21,0);
glRotatef(-angle[0],0,0,1);
glTranslatef(-0.27,-0.21,0);
glmDraw(pmode3, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.53,0.2,0);
glRotatef(-angle[1],0,0,1);
glTranslatef(-0.53,-0.2,0);
glmDraw(pmode5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
//glutSolidTeapot(0.03);
glTranslatef(-0.27,+0.21,0);
glRotatef(-angle[2],0,0,1);
glTranslatef(0.27,-0.21,0);
glmDraw(pmode4, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.54,0.2,0);
glRotatef(-angle[3],0,0,1);
glTranslatef(0.54,-0.2,0);
glmDraw(pmode6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0.13,-0.18,0);
glRotatef(-angle[4],0,0,1);
glTranslatef(-0.13,0.18,0);
glmDraw(pmode7, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(0.14,-0.44,0);
glRotatef(-angle[5],0,0,1);
glTranslatef(-0.14,0.44,0);
glmDraw(pmode9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.12,-0.165,0);
glRotatef(-angle[6],0,0,1);
glTranslatef(0.12,0.165,0);
glmDraw(pmode8, GLM_SMOOTH | GLM_MATERIAL);
glTranslatef(-0.15,-0.43,0);
glRotatef(-angle[7],0,0,1);
glTranslatef(0.15,0.43,0);
glmDraw(pmode10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.25,0);
glRotatef(-angle[8],0,0,1);
glTranslatef(0,-0.25,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
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 oldX=0,oldY=0;
FILE * fout=NULL;///存檔的步驟2, 宣告一個檔案的指標, (一開始是空的NULL)
FILE * fin=NULL;///讀檔的步驟1, 宣告一個檔案的指標, (一開始是空的NULL)
void keyboard(unsigned char key,int x,int y)
{
printf("%c\n", key);///你按了什麼鍵,印出來,方便了解老師按了什麼鍵
if(key=='s'){///存檔的步驟3, 在按下 's' 鍵 save存檔
if(fout == NULL){/// (一開始是空的NULL)
fout = fopen("file.txt", "w+");///開啟檔案,檔名準備好, 並且是用 write加 模式
printf("Now open file.txt for write+ Mode\n");
}
printf("Now write angle[] %f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
fprintf( fout, "%f %f %f %f %f %f %f %f %f\n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6], angle[7], angle[8]);
}
if(key=='r'){///讀檔的步驟2, 按下 'r' 去read, ///現在要改成交叉相乘的內插方式算角度
if(fin == NULL){
fin = fopen("file.txt", "r");///讀檔的步驟3,檔名準備好, 並且是用 read 模式
printf("Now open file.txt for read Mode\n");
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
}
if(alpha >= 1.0){///如果讀太多,alpha超過了, 就要再讀新的angle, 而且要把原來新的,先變舊的
/// oldAngle = newAngle
for(int i=0;i<9;i++) oldAngle[i] = newAngle[i];
/// read newAngle
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
printf("Now read angle[] Pa Pa Pa\n"); ///讀檔的步驟 fscanf()讀進來
alpha=0.0;
}
///angle = alpha * newAngle + (1-alpha)* oldAngle;
for(int i=0;i<9;i++){///小心, 角度不見得只有9個,可能更多哦! 要調好,有更多,就要內插更多 ex. 20個
angle[i]=alpha*newAngle[i] + (1-alpha)*oldAngle[i];///現在要改成交叉相乘的內插方式算角度
}
alpha += 0.1;///現在要改成交叉相乘的內插方式算角度, 每次加一點點alpha
glutPostRedisplay();
}
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
}
void mouse(int button,int state,int x,int y)
{
oldX=x; oldY=y;
glutPostRedisplay();
}
void motion(int x,int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void timer(int t)
{
glutTimerFunc(10, timer, t+1);
if(fin == NULL){
fin = fopen("file.txt", "r");///讀檔的步驟3,檔名準備好, 並且是用 read 模式
printf("Now open file.txt for read Mode\n");
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
}
if(alpha >= 1.0){///如果讀太多,alpha超過了, 就要再讀新的angle, 而且要把原來新的,先變舊的
/// oldAngle = newAngle
for(int i=0;i<9;i++) oldAngle[i] = newAngle[i];
/// read newAngle
fscanf(fin, "%f %f %f %f %f %f %f %f %f", &newAngle[0], &newAngle[1], &newAngle[2], &newAngle[3], &newAngle[4], &newAngle[5], &newAngle[6], &newAngle[7], &newAngle[8]);
printf("Now read angle[] Pa Pa Pa\n"); ///讀檔的步驟 fscanf()讀進來
alpha=0.0;
}
///angle = alpha * newAngle + (1-alpha)* oldAngle;
for(int i=0;i<9;i++){///小心, 角度不見得只有9個,可能更多哦! 要調好,有更多,就要內插更多 ex. 20個
angle[i]=alpha*newAngle[i] + (1-alpha)*oldAngle[i];///現在要改成交叉相乘的內插方式算角度
}
alpha += 0.01;///現在要改成交叉相乘的內插方式算角度, 每次加一點點alpha
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
//glutIdleFunc(display);
glutTimerFunc(1000,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
// glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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();
}
- 作業三 : 學期複習
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