WEEK16:期末作品展示
1.螢幕錄影
網址:
https://www.youtube.com/watch?v=23ESnwFDclc
2.模型 (但是放進去顏色有點跑掉,可能之後要在研究一下)
3.程式碼
#include "glm.h"
#include <GL/glut.h>
#include <stdio.h>
#include <mmsystem.h>
#include"CMP3_MCI.h"
CMP3_MCI myMP3;
FILE * fout=NULL;
FILE * fin=NULL;
float angle[300],angleNew[300], angleOld[300], oldX=0, oldY=0;
int ID=0;
void timer(int t)
{
glutTimerFunc(33, timer, t+1);
if(t%10==0){
for(int i=0;i<20;i++){
angleOld[i] = angleNew[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();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') ID=1;
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
if(key=='6') ID=6;
if(key=='7') ID=7;
if(key=='8') ID=8;
if(key=='9') ID=9;
if(key=='s' || key=='S' || key=='w' || key=='W')
{
if(fout==NULL) fout=fopen("output.txt", "w+");
for(int i=0;i<20;i++)
{
fprintf(fout, "%.2f ", angle[i]);
}
fprintf(fout, "\n");
}
if(key=='r' || key=='R'){
if(fin==NULL) fin=fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angle[i]);
}
}
if(key=='p' || key=='P'){
if(fin==NULL) fin=fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angleNew[i]);
}
glutTimerFunc(100, timer, 0);
}
glutPostRedisplay();
}
void motion(int x, int y)
{
angle[ID] += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar,-1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3,1,8, 0,-1,0, 0,10,0);
}
GLMmodel * pmodel1 = NULL;
GLMmodel * pmodel2 = NULL;
GLMmodel * pmodel3 = NULL;
GLMmodel * pmodel4 = NULL;
GLMmodel * pmodel5 = NULL;
GLMmodel * pmodel6 = NULL;
GLMmodel * pmodel7 = NULL;
GLMmodel * pmodel8 = NULL;
GLMmodel * pmodel9 = NULL;
static void display(void)
{
glClearColor(0.5,0.5,0.5,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0,0.12,0);
glRotatef(angle[2], 0,0,1);
glTranslatef(0,0.13,0);
glScalef(5,5,5);
if (!pmodel2)
{
pmodel2= glmReadOBJ("model/steppy_body.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,0.35,0);
glRotatef(angle[1], 0,1,0);
glScalef(1,1,1);
if (!pmodel1)
{
pmodel1 = glmReadOBJ("model/steppy_head.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///頭
glPushMatrix();
glTranslatef(0.25,0.18,0);
glRotatef(angle[3], 1,0,0);
glTranslatef(0,-0.15,0);
glPushMatrix();
glScalef(1,1,1);
if (!pmodel3)
{
pmodel3 = glmReadOBJ("model/steppy_right_upper_arm.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-0.16,0);
glRotatef(angle[5], 1,0,0);
glTranslatef(0,-0.14,0);
glPushMatrix();
glScalef(0.6,0.6,0.6);
if (!pmodel4)
{
pmodel4 = glmReadOBJ("model/steppy_right_down_arm.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///畫右下肢
glPopMatrix();///右下肢
glPopMatrix();///畫右上肢
glPopMatrix();///右上肢
glPushMatrix();
glTranslatef(-0.25,0.18,0);
glRotatef(angle[4], 1,0,0);
glTranslatef(0,-0.15,0);
glPushMatrix();
glScalef(1,1,1);
if (!pmodel5) {
pmodel5 = glmReadOBJ("model/steppy_left_upper_arm.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-0.16,0);
glRotatef(angle[6], 1,0,0);
glTranslatef(0,-0.14,0);
glPushMatrix();
glScalef(0.6,0.6,0.6);
if (!pmodel6)
{
pmodel6 = glmReadOBJ("model/steppy_left_down_arm.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///畫左下肢
glPopMatrix();///左下肢
glPopMatrix();///畫左手上肢
glPopMatrix();///左手上肢
glPushMatrix();
glTranslatef(0,-0.43,0);
glRotatef(angle[7], 0,1,0);
glScalef(0.58,0.58,0.58);
if (!pmodel7) {
pmodel7 = glmReadOBJ("model/steppy_leg.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(-0.2,-0.15,0.1);
glRotatef(angle[8], 1,0,0);
glTranslatef(0,-0.5,0);
glPushMatrix();
glScalef(0.35,0.35,0.35);
if (!pmodel8)
{
pmodel8 = glmReadOBJ("model/steppy_left_foot.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///畫左腳
glPopMatrix();///左腳
glPushMatrix();
glTranslatef(0.2,-0.15,0);
glRotatef(angle[9], 1,0,0);
glTranslatef(0,-0.5,0);
glPushMatrix();
glScalef(0.35,0.35,0.35);
if (!pmodel9)
{
pmodel9 = glmReadOBJ("model/steppy_right_foot.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///畫右腳
glPopMatrix();///右腳
glPopMatrix();///腳
glPopMatrix();///身體
glutSwapBuffers();
}
///設定陣列,要給OpenGL打光用的
const GLfloat light_ambient[] = { 1.45f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 0.7f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_position[] = { .0f, 0.0f, 1.0f, 10.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.0f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 0.5f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500,500);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("05160806_FINAL!!!");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
myMP3.Load("Rolex.mp3");
myMP3.Play();
glClearColor(1,1,1,1);
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();
return EXIT_SUCCESS;
}