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延伸上訴的練習和之前的TRT練習進行專案練習
(2)將老師的專案檔打開後
- 先寫keyboard()函式
- display()函式 (身體+旋轉右臂)
- motion()函式 (mouse motion 控制關節)
- 加寫檔 fprintf
#include <GL/glut.h>
#include <stdio.h>
FILE*fout= NULL;
FILE*fin=NULL;
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);
}
if(key=='r'||key||'R')
{
if(fin==NULL)fin=fopen("output.txt","r");
fscanf(fin,"%f %f %f",&angle,&angle2,&angle3);
glutPostRedisplay();
}
}
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 };
/* Program entry point */
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);glPopMatrix();
glTranslatef(0.4,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{glPopMatrix();
angle=x;
if(fout==NULL)fout=fopen("output.txt","w+");glPopMatrix();
fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
printf("%.3f %.3f %.3f\n",angle,angle2,angle3);
glutPostRedisplay();glPopMatrix();
}
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");
//glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
//glutIdleFunc(idle);
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();
return EXIT_SUCCESS;
}
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再依照上面的做延升做出20個關節


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