2021年6月14日 星期一

缺錢week17

 今天是複習

glutInitWindowSize(400,400);///視窗大小

glutInitWindowPosition(700,200);///視窗位置


完整程式碼

#include <GL/glut.h>
#include <stdio.h>  /// 標準輸入輸出

FILE * fout = NULL;
FILE * fin = NULL;

float angle[20] = {};  ///先都設成0
int angleID = 0;///現在要動的關節是誰?

void timer(int t){
    glutTimerFunc( 500, timer, t+1);
    if( fin==NULL ) fin = fopen("angle.txt", "r");
    for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
    glutPostRedisplay();  ///重畫畫面
    printf("read angle.txt\n");
}

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;
    if(key=='p'){ ///Play播放
        glutTimerFunc(0, timer, 0);///一開始的第1個timer
    }
    if(key=='s'){///存檔
        if( fout == NULL ) fout = fopen("angle.txt", "w+");
        for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
        fprintf(fout, "\n");
        printf("save angle.txt\n");
    }else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
        if( fin==NULL ) fin = fopen("angle.txt", "r");
        for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
        glutPostRedisplay();///重畫畫面
        printf("read angle.txt\n");
    }
}
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(); ///重劃畫面
}
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 };
void display()
{
     glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f( 1,1,0 );
        glutSolidTeapot( 0.3 );///身體

        glPushMatrix(); ///左半邊
            glTranslatef(-.3, 0, 0);
            glRotatef(angle[0], 0,0,1);
            glTranslatef(-.3, .1, 0);
            glutSolidTeapot(0.3); ///左手臂
            glPushMatrix();
                glTranslatef(-.3, 0, 0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(-.3, 0, 0);
                glutSolidTeapot(0.3); ///左手肘
            glPopMatrix();
        glPopMatrix();

        glPushMatrix(); ///右半邊
            glTranslatef(+.3, 0, 0);
            glRotatef(angle[2], 0,0,1);
            glTranslatef(+.3, .1, 0);
            glutSolidTeapot(0.3); ///右手臂
            glPushMatrix();
                glTranslatef(+.3, 0, 0);
                glRotatef(angle[3], 0,0,1);
                glTranslatef(+.3, 0, 0);
                glutSolidTeapot(0.3); ///右手肘
            glPopMatrix();
        glPopMatrix();

    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitWindowSize(300,300);
    glutInitWindowPosition(700,200);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("Week17 review");

    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);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glutMainLoop();

}

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