2018年6月24日 星期日

Week13_鄭昕恬

複習寫檔&讀檔


1.新增一個.cpp檔

2.fopen("檔名","(寫 write)w+")


程式碼:
#include <stdio.h>

int main()

{

    //開檔
    FILE *fout = fopen("output.txt","w+");
    fprintf(fout,"Hello world\n");
    //寫檔

}





*桌面上會出現一個output.txt檔,裡面會有剛剛寫入的文字





自動寫檔程式碼:
#include <GL/glut.h>
#include <stdio.h>
FILE * fout=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);
    }
}

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);
            glTranslatef(0.4, 0, 0);
            glutSolidTeapot(0.3); 
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
/*void motion(int x, int y)
{
    angle = 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");

    
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
//    glutMotionFunc(motion);

    glutKeyboardFunc(keyboard);
    ///glutKeyboardFunc(key);
    ///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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