#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();
}
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();
glTranslatef(-.3, 0, 0) ; ///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle, 0,0,1); ///(2)再轉動它
glTranslatef(-.3, .1, 0); ///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3); ///左手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(500,500);
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);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
float angle[20] = {}; ///先都設成0
int angleID = 0;///現在要動的關節是誰?
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(); ///重畫畫面
}
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();
}
4.存檔與讀檔
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;
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=='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();
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();
}
5.讓茶壺能兩手移動
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;
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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