禮拜五的早上,好不想上課(累
每天早上都挺趕時間
-----------------------------------第一節課--------------------------------------------------
今天第一節課教計時器
利用毫秒間隔讓計時器運作
主要程式碼如下
#include <GL/glut.h>
#include <mmsystem.h>
#include <stdio.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0, 0, 1);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
glutTimerFunc(1000, timer, t+1);
printf("現在的 timer(t)的t是: %d\n", t);
///PlaySoundA("duck.wav", NULL, SND_ASYNC);///呼叫聲音的程式碼
angle = t;
glutPostRedisplay();///重複播放display函式
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week14 timer");
glutDisplayFunc(display);
glutTimerFunc(1000, timer, 0);///計時器基本程式碼(1000毫秒,計時,次數)
glutMainLoop();
}
-----------------------------------第二節課--------------------------------------------------
第二節課教的是內插公式
是...是數學(抖
公式為[alpha*newx+(1-alpha)*oldx]
利用excel去做出內插公式的運算
之後在利用程式碼在其中做出動畫
程式碼如下
#include <GL/glut.h>
#include <mmsystem.h>
#include <stdio.h>
float angle=0;
float nowX=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
///glRotatef(angle, 0, 0, 1);
glTranslatef(nowX, 0, 0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{/// 1000 ms = 1秒, 33ms = 0.033秒 => 33*30=1000, 30fps
glutTimerFunc(33, timer, t+1);
printf("現在的 timer(t)的t是: %d\n", t);
float alpha = (t%30) / 30.0;///變成 alpha: 0.0 ~ 1.0(內插公式)
nowX = alpha*1.0 + (1-alpha)* -1.0;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week14 timer");
glutDisplayFunc(display);
glutTimerFunc(1000, timer, 0);
glutMainLoop();
}
-----------------------------------第三節課--------------------------------------------------
這節課一開始先教我們
如果想在不同地方使用自己的程式碼
會遇到程式不能運行的問題以及如何修正
首先要從.cbp檔開始
找到有<work.dir>的那行進行修改為<Option working_dir="." />
可以寫入檔案的程式碼
在宣告時加入上次的程式碼
然後接著參考上次的寫入
今天新增了讀取
主要程式碼是
FILE * fin =NULL;
fscanf(fin, "%f", &angle[i]);
然後照這前兩節教的計時器跟內插公式
可以讓模型有動畫的效果
今天最後的程式碼如下
#include <stdio.h>///NOW1 for fprintf()
FILE * fout=NULL;///NOW1 for fopen() + fprintf()
FILE * fin =NULL;///NOW2 for fopen() + fscanf()
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel21 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel31 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel41 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel51 = NULL;
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 };
float angle[20];///NOW1
float oldAngle[20];///NOW4
float newAngle[20];///NOW4
int angleID=1;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///身體
glPushMatrix();
glTranslatef(0, 0.3,0 );
glScalef(0.5,0.5,0.5);
if (!pmodel) {
pmodel = glmReadOBJ("data/06160451.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
///右上臂
glPushMatrix();
glTranslatef(0.45,0.3,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[1], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.1,0 );
glScalef(1,1,1);
glRotatef(angle[2], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.45,0.3,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[3], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.1,0 );
glScalef(1,1,1);
glRotatef(angle[4], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-1.05,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[5], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.2,0 );
glScalef(1,1,1);
glRotatef(angle[6], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-1.05,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[7], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.2,0 );
glScalef(1,1,1);
glRotatef(angle[8], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX=0;
void mouse(int button, int state, int x, int y)///NOW2
{
oldX = x;
}
#include <stdio.h>
void motion(int x, int y)
{
angle[angleID] += x-oldX;
oldX = x;
for(int i=0;i<20;i++){
printf(" %.2f ", angle[i]);
}
printf("\n");
display();
}
void timer(int t)///NOW3
{
glutTimerFunc(33, timer, t+1);///NOW3 ///NOW4 快一點
if(t%30==0){///NOW4 每 30frame要讀新資料
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
for(int i=0; i<20; i++){///NOW3
oldAngle[i] = newAngle[i]; ///NOW4
fscanf(fin, "%f", &newAngle[i]);///NOW4 新資料
}
}
float alpha = (t%30)/30.0;///NOW4 今天第1節有寫過它,內插
for(int i=0;i<20;i++){///NOW4
angle[i] = alpha*newAngle[i] + (1-alpha)*oldAngle[i];///NOW4
}
glutPostRedisplay();///NOW4
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;
if(key=='w'){///NOW1
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW1
for(int i=0; i<20; i++){///NOW1
fprintf(fout, "%.1f ", angle[i]);///NOW1
}///NOW1
fprintf(fout, "\n");///NOW1
}
if(key=='r'){///NOW2
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW2
for(int i=0; i<20; i++){///NOW2
fscanf(fin, "%f", &angle[i]);///NOW2
}
}
if(key=='t' || key=='p'){///NOW3 ///啟動timer 或是 play
glutTimerFunc(33, timer, 0);///NOW3 ///NOW4 變快了
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
for(int i=0; i<20; i++){///NOW3
fscanf(fin, "%f", &newAngle[i]);///NOW3 ///NOW4 新角度
}
}
glutPostRedisplay();///NOW2 請讀到angle[i]之後, 重畫畫面
}
int main(int argc,char**argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Week06");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
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);
glutKeyboardFunc(keyboard);///NOW3
glutMouseFunc(mouse);///NOW2
glutMotionFunc(motion);///NOW2
glutDisplayFunc(display);
glutMainLoop();
}
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