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Week13
(1)主題:寫檔、讀檔
(2)主題:控制關節
(3)主題:動作內插
(4) 16週要交期末作業 !!!
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Todo:寫檔讀檔
///先開一個沒有專案的空白檔案
#include <stdio.h> ///使用標準standard輸入輸出IO
int main()
{
FILE * fout=fopen("output.txt","w+");///(1)要開啟檔案
///FILE * 檔案指標fout
/// 檔案file
/// open開啟
/// 要開啟的檔名" , " "W+"表示要寫/+檔案
printf("Hello world\n");///大一上程式設計第一週
fprintf(fout,"Hello world\n");///大一下教過,大二下正式用
}
#include <stdio.h>
float angle=0, angle2 =10, angle3=90;
int main()
{
FILE * fout=fopen("output.txt","w+");
printf("Hello world\n");
fprintf(fout,"%.3f %.3f %.3f\n",angle ,angle2, angle3);
}
#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
float angle=0;
int 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;
if(fout==NULL){
fout = fopen("output.txt","w+");
}
fprintf(fout, "%.3f\n",angle);
printf("%.3f\n",angle);
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壺
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.4,0,0);
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(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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;
}

#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
float angle=0;
int oldX=0;
void keyboard(unsigned char key, int x, int y)
{
if(fin==NULL){
fin=fopen("output.txt","r");
}
fscanf(fin,"%f",&angle);
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x;
}
void motion(int x, int y)
{
angle += x-oldX;
oldX=x;
if(fout==NULL){
fout = fopen("output.txt","w+");
}
fprintf(fout, "%.3f\n",angle);
printf("%.3f\n",angle);
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壺
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.4,0,0);
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(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
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;
}
Week13
(1)主題:寫檔、讀檔
----------------------------------------
Todo:寫檔讀檔
///先開一個沒有專案的空白檔案#include <stdio.h> ///使用標準standard輸入輸出IO
int main()
{
FILE * fout=fopen("output.txt","w+");///(1)要開啟檔案
///FILE * 檔案指標fout
/// 檔案file
/// open開啟
/// 要開啟的檔名" , " "W+"表示要寫/+檔案
printf("Hello world\n");///大一上程式設計第一週
fprintf(fout,"Hello world\n");///大一下教過,大二下正式用
}
float angle=0, angle2 =10, angle3=90;
int main()
{
FILE * fout=fopen("output.txt","w+");
printf("Hello world\n");
fprintf(fout,"%.3f %.3f %.3f\n",angle ,angle2, angle3);
}
#include <stdio.h>
FILE * fout=NULL;
float angle=0;
int 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;
if(fout==NULL){
fout = fopen("output.txt","w+");
}
fprintf(fout, "%.3f\n",angle);
printf("%.3f\n",angle);
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壺
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.4,0,0);
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(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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;
}

#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
float angle=0;
int oldX=0;
void keyboard(unsigned char key, int x, int y)
{
if(fin==NULL){
fin=fopen("output.txt","r");
}
fscanf(fin,"%f",&angle);
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x;
}
void motion(int x, int y)
{
angle += x-oldX;
oldX=x;
if(fout==NULL){
fout = fopen("output.txt","w+");
}
fprintf(fout, "%.3f\n",angle);
printf("%.3f\n",angle);
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壺
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.4,0,0);
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(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
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;
}



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