期末成果展示
歡迎各位來到了最後一週的成果展示,接下來會將前面16週所學的各種東西合在一起做出最後的集大成作品。
程式碼如下:
#include <GL/glut.h>
#include "glm.h"
#include <stdio.h>
#include <mmsystem.h>
#include "CMP3_MCI.h"
GLMmodel * pmodelH = NULL; ///頭
GLMmodel * pmodelBD = NULL; ///身體
GLMmodel * pmodelRUA = NULL; ///右上臂
GLMmodel * pmodelLUA = NULL; ///左上臂
GLMmodel * pmodelRDA = NULL; ///右下臂
GLMmodel * pmodelLDA = NULL; ///左下臂
GLMmodel * pmodelRTG = NULL; ///右大腿
GLMmodel * pmodelLTG = NULL; ///左大腿
GLMmodel * pmodelRCL = NULL; ///右小腿
GLMmodel * pmodelLCL = NULL; ///左小腿
GLMmodel * pmodelRHN = NULL; ///右手
GLMmodel * pmodelLHN = NULL; ///左手
GLMmodel * pmodelRS = NULL; ///右肩
GLMmodel * pmodelLS = NULL; ///左肩
GLMmodel * pmodelRFT = NULL; ///右腳
GLMmodel * pmodelLFT = NULL; ///左腳
GLMmodel * pmodelBT = NULL; ///屁股
GLMmodel * pmodelMD = NULL; ///腰
FILE * fout = NULL;
FILE * fin = NULL;
CMP3_MCI myMp3;
float angle[20], angleNew[20], angleOld[20], oldX=0, oldY=0;
int ID = 0;
void timer(int t)
{
glutTimerFunc(33, timer, t+1);
if(t%30 == 0)
{
for(int i=0; i<20; i++)
{
angleOld[i] = angleNew[i];
fscanf(fin, "%f", &angleNew[i]);
}
}
float alpha= (t%30)/30.0;
for(int i=0; i<20; i++)
{
angle[i] = alpha*angleNew[i] + (1-alpha)*angleOld[i];
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key == '0') ID = 0;
if(key == '1') ID = 1;
if(key == '2') ID = 2;
if(key == '3') ID = 3;
if(key == '4') ID = 4;
if(key == '5') ID = 5;
if(key == '6') ID = 6;
if(key == '7') ID = 7;
if(key == '8') ID = 8;
if(key == '9') ID = 9;
if(key == 'a') ID = 'a';
if(key == 'b') ID = 'b';
if(key == 'e') ID = 'e';
if(key == 'f') ID = 'f';
if(key == 'g') ID = 'g';
if(key == 'h') ID = 'h';
if(key == 'i') ID = 'i';
if(key == 'j') ID = 'j';
if(key == 's' || key == 'S' || key == 'w' ||key == 'W'){
if(fout==NULL) fout=fopen("output.txt", "a+");
for(int i=0;i<20;i++){
fprintf(fout, "%.2f ", angle[i]);
}
fprintf(fout, "\n");
}
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]);
}
}
if(key=='p' || key=='P'){
myMp3.Load("wanna.mp3");
myMp3.Play();
if(fin==NULL) fin=fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angleNew[i]);
}
glutTimerFunc(1000, timer, 0);
}
glutPostRedisplay();
}
void motion(int x, int y)
{
angle[ID] += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0, 2, 12, 0, 0, 0, 0, 1, 0);
}
void display(void)
{
if (!pmodelH)
{
pmodelH = glmReadOBJ("頭.obj");
if (!pmodelH) exit(0);
glmUnitize(pmodelH);
glmFacetNormals(pmodelH);
glmVertexNormals(pmodelH, 90.0);
}
if (!pmodelBD)
{
pmodelBD = glmReadOBJ("上半身.obj");
if (!pmodelBD) exit(0);
glmUnitize(pmodelBD);
glmFacetNormals(pmodelBD);
glmVertexNormals(pmodelBD, 90.0);
}
if (!pmodelRUA)
{
pmodelRUA = glmReadOBJ("右上臂.obj");
if (!pmodelRUA) exit(0);
glmUnitize(pmodelRUA);
glmFacetNormals(pmodelRUA);
glmVertexNormals(pmodelRUA, 90.0);
}
if (!pmodelLUA)
{
pmodelLUA = glmReadOBJ("左上臂.obj");
if (!pmodelLUA) exit(0);
glmUnitize(pmodelLUA);
glmFacetNormals(pmodelLUA);
glmVertexNormals(pmodelLUA, 90.0);
}
if (!pmodelRDA)
{
pmodelRDA = glmReadOBJ("右下臂.obj");
if (!pmodelRDA) exit(0);
glmUnitize(pmodelRDA);
glmFacetNormals(pmodelRDA);
glmVertexNormals(pmodelRDA, 90.0);
}
if (!pmodelLDA)
{
pmodelLDA = glmReadOBJ("左下臂.obj");
if (!pmodelLDA) exit(0);
glmUnitize(pmodelLDA);
glmFacetNormals(pmodelLDA);
glmVertexNormals(pmodelLDA, 90.0);
}
if (!pmodelRTG)
{
pmodelRTG = glmReadOBJ("右大腿.obj");
if (!pmodelRTG) exit(0);
glmUnitize(pmodelRTG);
glmFacetNormals(pmodelRTG);
glmVertexNormals(pmodelRTG, 90.0);
}
if (!pmodelLTG)
{
pmodelLTG = glmReadOBJ("左大腿.obj");
if (!pmodelLTG) exit(0);
glmUnitize(pmodelLTG);
glmFacetNormals(pmodelLTG);
glmVertexNormals(pmodelLTG, 90.0);
}
if (!pmodelRCL)
{
pmodelRCL = glmReadOBJ("右小腿.obj");
if (!pmodelRCL) exit(0);
glmUnitize(pmodelRCL);
glmFacetNormals(pmodelRCL);
glmVertexNormals(pmodelRCL, 90.0);
}
if (!pmodelLCL)
{
pmodelLCL = glmReadOBJ("左小腿.obj");
if (!pmodelLCL) exit(0);
glmUnitize(pmodelLCL);
glmFacetNormals(pmodelLCL);
glmVertexNormals(pmodelLCL, 90.0);
}
if (!pmodelRHN)
{
pmodelRHN = glmReadOBJ("右手.obj");
if (!pmodelRHN) exit(0);
glmUnitize(pmodelRHN);
glmFacetNormals(pmodelRHN);
glmVertexNormals(pmodelRHN, 90.0);
}
if (!pmodelLHN)
{
pmodelLHN = glmReadOBJ("左手.obj");
if (!pmodelLHN) exit(0);
glmUnitize(pmodelLHN);
glmFacetNormals(pmodelLHN);
glmVertexNormals(pmodelLHN, 90.0);
}
if (!pmodelRS)
{
pmodelRS = glmReadOBJ("右肩.obj");
if (!pmodelRS) exit(0);
glmUnitize(pmodelRS);
glmFacetNormals(pmodelRS);
glmVertexNormals(pmodelRS, 90.0);
}
if (!pmodelLS)
{
pmodelLS = glmReadOBJ("左肩.obj");
if (!pmodelLS) exit(0);
glmUnitize(pmodelLS);
glmFacetNormals(pmodelLS);
glmVertexNormals(pmodelLS, 90.0);
}
if (!pmodelRFT)
{
pmodelRFT = glmReadOBJ("右腳.obj");
if (!pmodelRFT) exit(0);
glmUnitize(pmodelRFT);
glmFacetNormals(pmodelRFT);
glmVertexNormals(pmodelRFT, 90.0);
}
if (!pmodelLFT)
{
pmodelLFT = glmReadOBJ("左腳.obj");
if (!pmodelLFT) exit(0);
glmUnitize(pmodelLFT);
glmFacetNormals(pmodelLFT);
glmVertexNormals(pmodelLFT, 90.0);
}
if (!pmodelBT)
{
pmodelBT = glmReadOBJ("屁股.obj");
if (!pmodelBT) exit(0);
glmUnitize(pmodelBT);
glmFacetNormals(pmodelBT);
glmVertexNormals(pmodelBT, 90.0);
}
if (!pmodelMD)
{
pmodelMD = glmReadOBJ("腰.obj");
if (!pmodelMD) exit(0);
glmUnitize(pmodelMD);
glmFacetNormals(pmodelMD);
glmVertexNormals(pmodelMD, 90.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(2, 2, 2);
glTranslatef(0, 1, 0);
glRotatef(angle[1], 1, 0, 0);
glTranslatef(0, 0, 0);
glmDraw(pmodelBD, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(0.4, 0.4, 0.4);
glTranslatef(0, 1.3, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0, 1, 0);
glmDraw(pmodelH, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.7, 0.7, 0.7);
glTranslatef(0.65, 0.6, 0);
glRotatef(angle['e'], 1, 0, 1);
glTranslatef(0, 0, 0);
glmDraw(pmodelRS, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.7, 1.7, 1.7);
glTranslatef(0.165, 0, 0);
glRotatef(angle[3], 1, 0, 1);
glTranslatef(0, -0.47, 0);
glmDraw(pmodelRUA, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.7, 1.7, 1.7);
glTranslatef(0, -0.235, 0);
glRotatef(angle[5], 0, 0, 1);
glTranslatef(0, -0.24, 0);
glmDraw(pmodelRDA, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.5, 1.5, 1.5);
glTranslatef(0, -0.13, 0);
glRotatef(angle['a'], 0, 0, 1);
glTranslatef(0, -0.05, 0);
glmDraw(pmodelRHN, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glScalef(0.7, 0.7, 0.7);
glTranslatef(-0.65, 0.6, 0);
glRotatef(angle['f'], -1, 0, 1);
glTranslatef(0, 0, 0);
glmDraw(pmodelLS, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.7, 1.7, 1.7);
glTranslatef(-0.165, 0, 0);
glRotatef(angle[4], 1, 0, 1);
glTranslatef(0, -0.47, 0);
glmDraw(pmodelLUA, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.7, 1.7, 1.7);
glTranslatef(0, -0.235, 0);
glRotatef(angle[6], 0, 0, 1);
glTranslatef(0, -0.24, 0);
glmDraw(pmodelLDA, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.5, 1.5, 1.5);
glTranslatef(0, -0.13, 0);
glRotatef(angle['b'], 0, 0, 1);
glTranslatef(0, -0.05, 0);
glmDraw(pmodelLHN, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glScalef(1.6, 1.6, 1.6);
glTranslatef(0, -0.37, 0);
glRotatef(angle['j'], 0, 0, 1);
glTranslatef(0, 0, 0);
glmDraw(pmodelMD, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(2, 2, 2);
glTranslatef(0, -0.47, 0);
glRotatef(angle['i'], 0, 0, 1);
glTranslatef(0, 0, 0);
glmDraw(pmodelBT, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.5, 1.5, 1.5);
glTranslatef(0.09, -0.12, 0);
glRotatef(angle[7], 0, 0, 1);
glTranslatef(0, -0.15, 0);
glmDraw(pmodelRTG, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.3, 1.3, 1.3);
glTranslatef(0, -0.11, 0);
glRotatef(angle[9], 0, 0, 1);
glTranslatef(0, -0.15, 0);
glmDraw(pmodelRCL, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.3, 1.3, 1.3);
glTranslatef(0, -0.12, 0);
glRotatef(angle['g'], 1, 0, 0);
glTranslatef(0, 0, 0.04);
glmDraw(pmodelRFT, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glScalef(1.5, 1.5, 1.5);
glTranslatef(-0.09, -0.12, 0);
glRotatef(angle[8], 0, 0, 1);
glTranslatef(0, -0.15, 0);
glmDraw(pmodelLTG, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.3, 1.3, 1.3);
glTranslatef(0, -0.11, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(0, -0.15, 0);
glmDraw(pmodelLCL, GLM_SMOOTH|GLM_MATERIAL);
glPushMatrix();
glScalef(1.3, 1.3, 1.3);
glTranslatef(0, -0.12, 0);
glRotatef(angle['h'], 1, 0, 0);
glTranslatef(0, 0, 0.04);
glmDraw(pmodelLFT, GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
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 main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(600, 600);
glutInitWindowPosition(10, 10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("05160416");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutReshapeFunc(resize);
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;
}
網址如下,可以去看看喔
https://www.youtube.com/watch?v=OSzMa2c_XWI
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