https://drive.google.com/open?id=1wJ8zlOVsBG6_7VATab9eiaqfSw_0Zkbi
操作後無顏色_失敗maya模型::


程式碼::
#include <Gl/glut.h>
#include <mmsystem.h>
#include "CMP3_MCI.h"
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel=NULL;
GLMmodel * pmodell=NULL;
GLMmodel * pmodelll=NULL; ///老師我不知道為什麼卡到中間就停下來了??
GLMmodel * pmodellll=NULL;
GLMmodel * pmodelllll=NULL; ///數值有一直跑,但畫面不會動
FILE * fout=NULL;
FILE * fin=NULL;
CMP3_MCI myMP3;
float angle[20]={0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0};///Now4: 用陣列
float oldAngle[20]={0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0};
float newAngle[20]={0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0};
int oldX=0, now=0;
float alpha=0;
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(1,1,3, 0,0,0 , 0,1,0);
}
void timer(int t)
{
printf("%d\n",t);
glutTimerFunc(30, timer,t+1);
if(t%100==0)
{
if(fin==NULL)fin=fopen("output.txt","r");
for(int i=0;i<20;i++)
{
oldAngle[i] = newAngle[i];
fscanf(fin,"%f", &newAngle[i]);
}
}
float alpha = (t%100)/100.0;
for(int i=0;i<20;i++)
{
angle[i] = newAngle[i]*alpha + oldAngle[i]*(1-alpha);
}
glutPostRedisplay();
}
void keyboard(unsigned char key ,int x,int y)
{///Now3: 用keyboard來讀入動畫資料
if(key=='1') now=1;///按1就會改變1號關節
if(key=='2') now=2;///按2就會改變3號關節 //不會執行keyboard
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
if(key=='9') now=9;
if(key=='w' || key=='W' || key=='s' || key=='S'){///Now4: 按's'才會寫關節的角度,一次20個
if(fout==NULL) fout = fopen("output.txt", "w+");///第一節教的開檔
for(int i=0;i<9;i++) {
printf("%.3f\n",angle[i]);
fprintf(fout, "%.3f\n", angle[i]);///TODO:把角度印到檔案裡
}
}
if(key=='r' || key=='R'){///Now4: 按'r'才會讀入關節的角度,一次讀20個
if(fin==NULL)fin=fopen("output.txt", "r");///Now4: r表示讀入read
for(int i=0;i<9;i++) {
fscanf(fin, "%f", &angle[i]);///Now4: 用陣列從檔案fin讀進來
printf("%.3f\n",angle[i]);
}
glutPostRedisplay();
}
if(key=='p'){
glutTimerFunc(0,timer,0);
if(fin==NULL)fin = fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &newAngle[i]);
}
}
}
void mouse(int button,int state,int x,int y)
{
oldX=x;
}
void motion(int x,int y)
{
angle[now] += x-oldX; ///角度稍微增減, 以前教過把大象放到冰箱去的程式碼
oldX=x;
glutPostRedisplay();
}
void display()
{
glClearColor(0.9,0.50,0.75,0.8);///粉紅色背景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
if (!pmodel) {
pmodel = glmReadOBJ("data/KBkody.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glScalef(0.5,0.5,0.5);
}
glPushMatrix();
glTranslatef(0,-0.1,-0.2);
glRotatef(angle[0],0,1,0);
glScalef(2,1.5,2);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);///身體
glPopMatrix();
if (!pmodell) {
pmodell = glmReadOBJ("data/KB.obj");
if (!pmodell) exit(0);
glmUnitize(pmodell);
glmFacetNormals(pmodell);
glmVertexNormals(pmodell, 90.0);
}
glPushMatrix();
glTranslatef(0,1.5,0.1);
glRotatef(angle[1],1,0,0);
glRotatef(0,0,0,0);
glScalef(5,5,5);
glmDraw(pmodell, GLM_SMOOTH | GLM_MATERIAL);///頭
glPopMatrix();
if (!pmodelll) {
pmodelll = glmReadOBJ("data/Rhand2.obj");
if (!pmodelll) exit(0);
glmUnitize(pmodelll);
glmFacetNormals(pmodelll);
glmVertexNormals(pmodelll, 90.0);
}
glPushMatrix();
glTranslatef(1.3,0.2,0);
glRotatef(angle[3],1,0,0);
glRotatef(0,1,0,0);
glScalef(1,1,1);
glmDraw(pmodelll, GLM_SMOOTH | GLM_MATERIAL);///左手臂
glPopMatrix();
glPushMatrix();
glTranslatef(-1.3,0.2,0);
glRotatef(angle[2],1,0,0);
glRotatef(180,0,1,0);
glScalef(1,1,1);
glTranslatef(0,0,0);
glmDraw(pmodelll, GLM_SMOOTH | GLM_MATERIAL);///右手臂
glPopMatrix();
if (!pmodellll) {
pmodellll = glmReadOBJ("data/leg.obj");
if (!pmodellll) exit(0);
glmUnitize(pmodellll);
glmFacetNormals(pmodellll);
glmVertexNormals(pmodellll, 90.0);
}
glPushMatrix();
glTranslatef(0.25,-1.2,0);
glRotatef(angle[5],1,0,0);
///glRotatef(270,1,0,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodellll, GLM_SMOOTH | GLM_MATERIAL);///左腳
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,-1.2,0);
glRotatef(angle[4],1,1,0);
///glRotatef(270,1,0,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodellll, GLM_SMOOTH | GLM_MATERIAL);///右腳
glPopMatrix();
if (!pmodelllll) {
pmodelllll = glmReadOBJ("data/mic.obj");
if (!pmodelllll) exit(0);
glmUnitize(pmodelllll);
glmFacetNormals(pmodelllll);
glmVertexNormals(pmodelllll, 90.0);
}
glPushMatrix();
glTranslatef(0,-0.5,1);
glRotatef(angle[6],1,0,0);
///glRotatef(270,1,0,0);
glScalef(1.2,1.2,1.2);
glmDraw(pmodelllll, GLM_SMOOTH | GLM_MATERIAL);///mic
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[] = { 0.0f, 0.0f, 10.0f, 1.0f };///改了亮度
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[])
{
myMP3.Load("KaneBrownHeaven.mp3"); ///自己剪歌
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");
glutReshapeFunc(resize);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
/*glutTimerFunc(0,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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