2018年5月21日 星期一

Week13
(1)主題:寫檔,讀檔
(2)主題:控制關節
(3)主題:動作內插
TODO:File-New-Empty(ctrl-shift-N)
另存新檔(file-saveas) file.cpp
(2)
#include <stdio.h>
int main()
    {
        FILE*fout=fopen("output.txt","w+");
        printf("Hello world");
        fprintf(fout,"Hello world\n");
    }

TODO:fprintf("%.3f %.3f %.3f \n",angle,angle2,angle3);

TODO:(1)File-New-Project,GLUT project
老師送我們week13_main.cpp
(2)#include <GL/glut.h>
#include <stdio.h>
FILE*fout=NULL;

float angle=0;
int oldX=x;
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();
}

glutMouseFunc(mouse);
    glutMotionFunc(motion);

3.按空白鍵可以錄
























4.按空白鍵可以錄製


#include <Gl/glut.h>
#include <mmsystem.h>
#include "CMP3_MCI.h"
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
CMP3_MCI myMP3;

float angle=0;
int oldX=0;
float alpha=0;


void keyboard(unsigned char key ,int x,int y)
{
    if(fin==NULL){
    fin = fopen("output.txt","r");
    }
    fscanf(fin,"%f\n",&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);
        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 };


/*void timer(int t)
{
    glutTimerFunc(50,timer,t+1);
    alpha = t/100.0;
    angle = alpha*90 + (1-alpha)*0;
    glutPostRedisplay();
    ///PlaySound("Shot.wav",NULL,SND_ASYNC);
}*/

int main(int argc, char *argv[])
{
    myMP3.Load("MJThriller.mp3");
    myMP3.Play();
    ///PlaySound("BigDog.mp3", NULL, SND_ASYNC);

    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);
    /*glutTimerFunc(1000,timer,0);*/


    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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