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#include <GL/glut.h>
#include "glm.h"
#include <stdio.h>
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel21 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel31 = NULL;
FILE * fout=NULL;///(1) ///NOW4
FILE * fin =NULL;///(1) ///NOW5
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 light2_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light2_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light2_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light2_position[] = { 0.0f, 0.0f, 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];
float oldAngle[20];///NOW4
float newAngle[20];
int angleID=1;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, 0.3,0 );
glScalef(0.5,0.5,0.5); //備份矩陣
glRotatef(1, 1,1,1);///NOW2 ///(2)旋轉關節1
if (!pmodel) { ///now要有3D Model
pmodel = glmReadOBJ("data/body.obj"); ///now要有3D Model
if (!pmodel) exit(0); ///now要有3D Model
glmUnitize(pmodel); ///now要有3D Model
glmFacetNormals(pmodel); ///now要有3D Model
glmVertexNormals(pmodel, 90.0); ///now要有3D Model
} ///now要有3D Model
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
glPopMatrix(); //還原矩陣
glPushMatrix();
glTranslatef(-0.35,0.38,0 );
glScalef(0.25,0.25,0.25); //備份矩陣
glRotatef(angle[1],1,0,0);///NOW2 ///(2)旋轉關節1
glTranslatef(0.2, -0.5,0 );
if (!pmodel2) { ///now要有3D Model
pmodel2 = glmReadOBJ("data/lefthand.obj"); ///now要有3D Model
if (!pmodel2) exit(0); ///now要有3D Model
glmUnitize(pmodel2); ///now要有3D Model
glmFacetNormals(pmodel2); ///now要有3D Model
glmVertexNormals(pmodel2, 90.0); ///now要有3D Model
} ///now要有3D Model
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
glPopMatrix();
glPushMatrix();
glTranslatef(0.35,0.38,0 );
glScalef(0.25,0.25,0.25); //備份矩陣
glRotatef(angle[2], 1,0,0);///NOW2 ///(2)旋轉關節1
glTranslatef(-0.2, -0.5,0 );
if (!pmodel21) { ///now要有3D Model
pmodel21 = glmReadOBJ("data/righthand.obj"); ///now要有3D Model
if (!pmodel21) exit(0); ///now要有3D Model
glmUnitize(pmodel21); ///now要有3D Model
glmFacetNormals(pmodel21); ///now要有3D Model
glmVertexNormals(pmodel21, 90.0); ///now要有3D Model
} ///now要有3D Model
glmDraw(pmodel21, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15, -0.1,0 );
glScalef(0.7,0.7,0.7); //備份矩陣
glRotatef(angle[3], 1,0,0);///NOW2 ///(2)旋轉關節1
glTranslatef(0, -0.25,0 );
if (!pmodel3) { ///now要有3D Model
pmodel3 = glmReadOBJ("data/leftleg.obj"); ///now要有3D Model
if (!pmodel3) exit(0); ///now要有3D Model
glmUnitize(pmodel3); ///now要有3D Model
glmFacetNormals(pmodel3); ///now要有3D Model
glmVertexNormals(pmodel3, 90.0); ///now要有3D Model
} ///now要有3D Model
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
glPopMatrix();
glPushMatrix();
glTranslatef(0.15, -0.1,0 );
glScalef(0.7 ,0.7,0.7); //備份矩陣
glRotatef(angle[4], 1,0,0);///NOW2 ///(2)旋轉關節1
glTranslatef(0, -0.25,0 );
if (!pmodel31) { ///now要有3D Model
pmodel31 = glmReadOBJ("data/rightleg.obj"); ///now要有3D Model
if (!pmodel31) exit(0); ///now要有3D Model
glmUnitize(pmodel31); ///now要有3D Model
glmFacetNormals(pmodel31); ///now要有3D Model
glmVertexNormals(pmodel31, 90.0); ///now要有3D Model
} ///now要有3D Model
glmDraw(pmodel31, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
glPopMatrix();
glutSwapBuffers();
}
int oldX;///NOW
void mouse(int button, int state, int x, int y)///NOW
{
oldX = x;///NOW
}
void motion(int x, int y)///NOW
{
angle[angleID] += (x-oldX);///NOW ///NOW3
oldX = x;///NOW
for(int i=0; i<20; i++){///NOW4
printf( "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
display();///NOW
}
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)///NOW3
{
if(key=='1') angleID=1;///NOW3
if(key=='2') angleID=2;///NOW3
if(key=='3') angleID=3;///NOW3
if(key=='4') angleID=4;///NOW3
if(key=='w' || key=='W'){///NOW4 小寫的 w
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW4
for(int i=0; i<20; i++){///NOW4
fprintf( fout, "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
fprintf(fout, "\n");///NOW4
}
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();///和 display()很像,但更好 ///NOW5
}
int main(int argc,char**argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("5/23");
glutDisplayFunc(display);
glutIdleFunc(display);
///OpenGL設定
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glutKeyboardFunc(keyboard);///NOW3
glutMouseFunc(mouse);///NOW
glutMotionFunc(motion);
glEnable(GL_LIGHT0);
/*glEnable(GL_LIGHT1);*/
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);
/* glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, 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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