2018年5月25日 星期五

Week 13 宋侑恩

Week 13 - Part 1 - 檔案讀寫

開啟一個全新的空檔並命名為week13_fprintf.cpp


將程式碼打上
#include <stdio.h>
int main ()
{
    FILE * fout = fopen("output.txt","w+"); ///w+:要寫(write)新增檔案
    printf("Hello world\n");
}
執行過後會發現,在桌面上產生出了一個output.txt檔案

接著對程式碼作稍為的修改,讓原本在codeblocks執行視窗會印出來的Hello word印到output.txt裡
#include <stdio.h>
int main ()
{
    FILE * fout = fopen("output.txt","w+"); 
    fprintf(fout,"Hello world\n");
}

Week 13 - Part 2 - 裡用鍵盤來寫檔

開啟一個新的專案

將程式碼打上
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
float angle=0,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+");///只有第一次按下s/w建(為空值),才會open
        printf("%.3f %.3f %.3f\n",angle,angle2,angle3);
        fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
    }
}

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);
    glutSwapBuffers();
}
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);
    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;
}

執行過後,在 C:\Users\N\Desktop\CCE\2下\電腦圖學\freeglut\bin 沒有output.txt檔

在按下s鍵之後,發現在 C:\Users\N\Desktop\CCE\2下\電腦圖學\freeglut\bin  產生了output.txt

接著將程式碼做修改的動作,好讓我們按下S/W可以記錄茶壺轉動的角度

Week 13 - Part 3 - 裡用數字鍵盤來控制關節

將老師給的程式碼開啟,執行後可以用程式碼來控制關節

#include <stdio.h>
#include <GL/glut.h>
FILE * fout=NULL;
FILE * fin = NULL;
float angle[20];
int now=0;///用數字鍵來切換關節
void keyboard(unsigned char key, int x, int y){
    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;
    ///啟用檔案
    if(key=='s' ||key=='S' ||key=='w' ||key=='W' ){
        if(fout==NULL) fout=fopen("output.txt", "w+");
        for(int i=0;i<20;i++){
            printf("%.3f ",angle[i]);
            fprintf(fout, "%.3f ",angle[i]);
        }
        printf("\n");
        fprintf(fout,"\n");
        ///讀檔
        if(key=='r' ||key=='R'){
            if(fin==NULL) fin=fopen("output.txt", "r");
            for(int i=0;i<20;i++){
                fscanf(fin, "f",&angle[i]);
            }
            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 };

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);

        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle[1],0,0,1);
            glTranslatef(0.4,0,0);
            glutSolidTeapot(0.3);///右手臂
            glPushMatrix();
                glTranslatef(0.4,0,0);
                glRotatef(angle[2],0,0,1);
                glTranslatef(0.4,0,0);
                glutSolidTeapot(0.3);///右手肘
            glPopMatrix();
        glPopMatrix();

        glPushMatrix();
            glTranslatef(-0.4,0,0);
            glRotatef(angle[3],0,0,1);
            glTranslatef(-0.4,0,0);
            glutSolidTeapot(0.3);///左手臂
            glPushMatrix();
                glTranslatef(-0.4,0,0);
                glRotatef(angle[4],0,0,1);
                glTranslatef(-0.4,0,0);
                glutSolidTeapot(0.3);///左手肘
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
void motion(int x, int y){
    angle[now]=x;
    glutPostRedisplay();
}

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);
    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();
}


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