youtube連結: https://youtu.be/kk6_AXDLs8Y
作業程式碼 :
#include "CMP3_MCI.h"
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * pmodel1 = NULL;
GLMmodel * pmodel2 = NULL;
GLMmodel * pmodel3 = NULL;
GLMmodel * pmodel4 = NULL;
GLMmodel * pmodel5 = NULL;
FILE * fout=NULL;
FILE *fin=NULL;
CMP3_MCI myMP3;
float angle[20], angleNew[20], angleOld[20], oldX=0, oldY=0;
int ID=0;
void timer(int t)
{
glutTimerFunc(33, timer,t+1);
if(t%30==0)
{
for(int i=0;i<20;i++)
{
angleOld[i] = angleNew[i];
fscanf(fin, "%f", &angleNew[i]);
}
}
float alpha = (t%30)/30.0;
for(int i=0;i<20;i++)
{
angle[i] = angleNew[i]*alpha + angleOld[i]*(1-alpha);
}
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=='w' || key=='W' || key=='s' || key=='S'){
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'){
myMP3.Play();
if(fin==NULL) fin = fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angleNew[i]);
}
glutTimerFunc(33, 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() ;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotated(angle[1],0,1,0);
glPushMatrix();
glTranslated(-0.3,0.5,-4.5);
glRotated(90,1,0,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/body.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glRotated(angle[2],0,1,1);
glPushMatrix();
glTranslated(0,0,-1.1);
glRotated(90,1,0,0);
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/hair.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotated(angle[3],1,0,0);
glPushMatrix();
glTranslated(-1,0.3,0);
glRotated(90,1,0,0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/lefthand.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotated(angle[4],1,0,0);
glPushMatrix();
glTranslated(1,0,0.3);
glRotated(180,0,1,0);
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/righthand.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslated(-0.5,0,1);
glRotated(angle[5],1,0,0);
glTranslated(0,0,0.2);
glPushMatrix();
glRotated(90,0,0,1);
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/leftleg.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslated(0.5,0,1);
glRotated(angle[6],1,0,0);
glTranslated(0,0,0.2);
glPushMatrix();
glRotated(90,0,0,1);
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/rightleg.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
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 };
/* Program entry point */
int main(int argc, char *argv[])
{
myMP3.Load("123.mp3");
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
/// glutIdleFunc(idle);
glutMouseFunc(mouse);
glutMotionFunc(motion);
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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