2021年6月20日 星期日

 Week 17

1.     复习颜色和打光及窗口位置与大小

#include <GL/glut.h>

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

    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(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutDisplayFunc(display);

    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();

}



2.T-R-T增加关节,并用mousemotion 函式让关节转动

#include <stdio.h>

#include <GL/glut.h>

float angle=90;

float oldX=0;

void mouse(int button,int state,int x,int y)

{

    oldX=x;

}

void motion(int x,int y)

{

    angle+= x-oldX;

    oldX=x;

    glutPostRedisplay();

}

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

        glPushMatrix();

            glTranslatef(-0.3,0,0);

            glRotatef(angle,0,0,1);

            glTranslatef(-0.3,0.1,0);

            glutSolidTeapot(0.3);

        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(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutDisplayFunc(display);

    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();

}



3.angle阵列和keyboard函式

#include <stdio.h>

#include <GL/glut.h>

float angle[20]={};

int angleID=0;

void keyboard(unsigned char key,int x,int y)

{

    if(key=='0') angleID=0;

    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;

}

 

float oldX=0;

void mouse(int button,int state,int x,int y)

{

    oldX=x;

}

void motion(int x,int y)

{

    angle[angleID] += x-oldX;

    oldX=x;

    glutPostRedisplay();

}

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

        glPushMatrix();

            glTranslatef(-0.3,0,0);

            glRotatef(angle[0],0,0,1);

            glTranslatef(-0.3,0.1,0);

            glutSolidTeapot(0.3);

            glPushMatrix();

                glTranslatef(-0.3,0,0);

                glRotatef(angle[1],0,0,1);

                glTranslatef(-0.3,0,0);

                glutSolidTeapot(0.3);

            glPopMatrix();

        glPopMatrix();

        glPushMatrix();

            glTranslatef(0.3,0,0);

            glRotatef(angle[2],0,0,1);

            glTranslatef(0.3,0.1,0);

            glutSolidTeapot(0.3);

            glPushMatrix();

                glTranslatef(0.3,0,0);

                glRotatef(angle[3],0,0,1);

                glTranslatef(0.3,0,0);

                glutSolidTeapot(0.3);

            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(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutKeyboardFunc(keyboard);

    glutDisplayFunc(display);

    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();

}



4.存档与读档

    if(key=='s'){

        if(fout==NULL) fout=fopen("angle.txt","w+");

        for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);

        fprintf(fout,"\n");

    }

    else if(key=='r'){

        if(fin==NULL) fin=fopen("angle.txt","r");

        for(int i=0;i<20;i++) fscanf(fin,"%f",&angle[i]);

        glutPostRedisplay();

}

5.alpha值算新旧比例

void timer(int t){

    glutTimerFunc(50,timer,t+1);

    if(t%10==0){

    for(int i=0;i<20;i++) angleOld[i]=angleNew[i];

    if(fin==NULL) fin=fopen("angle.txt","r");

    for(int i=0;i<20;i++) fscanf(fin,"%f",&angleNew[i]);

    }

    float alpha=(t%10)/10.0;

    for(int i=0;i<20;i++) angle[i]=alpha*angleNew[i]+(1-alpha)*angleOld[i];

    glutPostRedisplay();

}


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