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mouse和motion 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.用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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