2018年6月22日 星期五

week 13 JN (這週請假沒到所以參考同學筆記)

今日目標
(1) 主題:寫檔、讀檔。
(2) 主題: 控制關節 &動作內插
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1.首先先開啟專案檔
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2.輸入程式碼
#include <stdio.h>
int main()
{
    FILE * fout = fopen("output.txt","w+");

    printf("Hellow world\n");

    fprintf(fout,"Hellow world\n");
}


(此程式碼可將 Hellow world 讀入記事本內)
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3.接著撰寫角度的程式
#include <stdio.h>
float angle=0,angle2=10,angle3=90;
int main()
{
    FILE * fout = fopen("output.txt","w+");
    ///printf("Hellow world\n");
    fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
}
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4.寫程式碼 讓茶壺可以拉動
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
int oldX=0;
FILE * fout = NULL;
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()///以下是老師提供的
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///正中間,當成身體的茶壼
        glPushMatrix();
            glTranslatef(0.4, 0,0);///掛上去
            glRotatef(angle, 0,0,1);///
            glTranslatef(0.4, 0,0);///把柄放中間
            glutSolidTeapot(0.3);///右邊,當成手臂的茶壼
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
///上面是我們增加的程式碼
///打光的部分留著 (陣列,main() ) 其他都刪掉
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 };

/* Program entry point */

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);
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    ///glEnable(GL_CULL_FACE);
    ///glCullFace(GL_BACK);

    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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