2018年5月25日 星期五

Week13 游伃瑄

(1) 開啟CodeBlocks -> file -> New -> Empty file

(2) 輸入程式碼,印出 Hello World

#include <stdio.h>
int main()
{
    FILE * fout = fopen("output.txt", "w+");
    printf("Hello World\n");
}



(3) 修改程式碼

將 printf("Hello World\n"); 改為 fprintf(fout , "Hello World\n");
執行程式時, 讓 Hello World 以檔案的形式輸出



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(1) 在 Codeblocks 開啟 GLUT 程式


到moodle下載freeglut-MinGW-3.0.0-1.mp.zip > 解壓縮 > freeglut > lib > 
複製libfreeglut.a > 貼上並重新命名為libglut32.a > 開啟Codeblocks > File > 
New > Project > GLUT

(2) 修改程式碼, 利用上周教的機器人關節手臂

#include <GL/glut.h>
#include <stdio.h>

FILE * fout=NULL; //宣告檔案的指標
float angle=60, angle2=90, angle3=60;

void keyboard(unsigned char key, int x, int y)
{
    if(key=='s' || key=='S' || key=='w' || key=='W')
   {
        if(fout==NULL) fout=fopen("output.txt", "w+");
        printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
        fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
    }  //將三個角度的值用檔案輸出
}

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 };

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
         glutSolidTeapot(0.3); //畫出茶壺

         glPushMatrix(); //利用上周考的TRT旋轉方法
              glTranslatef(0.4, 0, 0);
              glRotatef(angle, 0,0,1);
              glTranslatef(0.4, 0, 0);
              glutSolidTeapot(0.3);
         glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();
}
void motion(int x, int y)
{
    angle = x;
    glutPostRedisplay();///Now:
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMotionFunc(motion); //加入motion事件
    glutKeyboardFunc(keyboard);

    glClearColor(1,1,1,1);

    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();

    return EXIT_SUCCESS;

}



(3) 按下 s 鍵時,會印出角度值



(4) 在motion函式中加入程式碼

void motion(int x, int y)
{
    angle = x;
    if(fout==NULL) fout=fopen("output.txt", "w+");
    fprintf(fout, "%.3f %.3f %.3f\n", angle, angle2, angle3);
    printf("%.3f %.3f %.3f\n", angle, angle2, angle3);
    glutPostRedisplay();

}

移動關節時,會自動印出角度值






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