Week 13
HW 1
利用 Excel 了解內插公式。
![]() |
HW 2
打開自己的模型。增加內插公式的函式與Timer函式。
函式:
float alpha=0.0;
float oldAngle[9]={0,0,0,0,0,0,0,0,0};
float newAngle[9]={40,40,-40,-40,0,0,0,0,0};
void interpolation()
{
for(int i=0;i<9;i++){
angle[i]=alpha*newAngle[i]+(1-alpha)*oldAngle[i];
}
alpha+=0.1;
}
void timer(int t)
{
glutTimerFunc(1000,timer,t+1);
interpolation();
glutPostRedisplay();
}
HW 3
複習。第一階段:
程式碼:
#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=2;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
///float angle=0, dir=1;///只有一個角度,好可憐, ///今天簡化修改掉
float angle[20]={};///今天簡化修改掉
static void display(void)
{
glMatrixMode(GL_PROJECTION);///臨時切換成投影Projection矩陣來調整
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
///fov: field of view 視野的張角(y方向)
///aspect: xy的比例 zNear, zFar 代表
glMatrixMode(GL_MODELVIEW);///馬上切換回去Model View矩陣
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
/// angle+=dir;///今天簡化修改掉
/// if(angle>60)dir = -dir;///今天簡化修改掉
/// if(angle<0) dir = -dir;///今天簡化修改掉
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);///head
glPushMatrix();
glTranslatef(0, -0.3, 0);
glColor3f(1,1,1); glutSolidTeapot(0.3);///body
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[1], 0,0,1);///R///今天簡化修改掉
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right upper arm
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[2], 0,0,1);///R///今天簡化修改
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[3], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left upper arm
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[4], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left lower arm
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 };
int now=0;
int oldX=0, oldY=0;
#include <stdio.h>
void keyboard(unsigned char key, int x, int y)///今天簡化修改
{
printf("%c\n", key);
if(key=='0') now=0;///今天簡化修改
if(key=='1') now=1;///今天簡化修改
if(key=='2') now=2;///今天簡化修改
if(key=='3') now=3;///今天簡化修改
if(key=='4') now=4;///今天簡化修改
if(key=='5') now=5;///今天簡化修改
}
void mouse(int button, int state, int x, int y)///今天簡化修改
{
oldX=x;///今天簡化修改
oldY=y;///今天簡化修改
}
void motion(int x, int y)///今天簡化修改
{
angle[now] += x-oldX;///今天簡化修改
oldX=x;
glutPostRedisplay();///今天簡化修改
}
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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天簡化修改
glutMouseFunc(mouse);///今天簡化修改
glutMotionFunc(motion);///今天簡化修改
///glutIdleFunc(idle);
///glutIdleFunc(display);///今天簡化修改
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;
}
第二階段:
程式碼:
#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=2;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
///float angle=0, dir=1;///只有一個角度,好可憐, ///今天簡化修改掉
float angle[20]={};///今天簡化修改掉
static void display(void)
{
glMatrixMode(GL_PROJECTION);///臨時切換成投影Projection矩陣來調整
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
///fov: field of view 視野的張角(y方向)
///aspect: xy的比例 zNear, zFar 代表
glMatrixMode(GL_MODELVIEW);///馬上切換回去Model View矩陣
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
/// angle+=dir;///今天簡化修改掉
/// if(angle>60)dir = -dir;///今天簡化修改掉
/// if(angle<0) dir = -dir;///今天簡化修改掉
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);///head
glPushMatrix();
glTranslatef(0, -0.3, 0);
glColor3f(1,1,1); glutSolidTeapot(0.3);///body
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[1], 0,0,1);///R///今天簡化修改掉
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right upper arm
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[2], 0,0,1);///R///今天簡化修改
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[3], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left upper arm
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[4], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left lower arm
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 };
int now=0;
int oldX=0, oldY=0;
#include <stdio.h>///寫檔案的第1行
FILE * fout=NULL;///寫檔案的第2行, 空空的
void keyboard(unsigned char key, int x, int y)///今天簡化修改
{
printf("%c\n", key);
if(key=='0') now=0;///今天簡化修改
if(key=='1') now=1;///今天簡化修改
if(key=='2') now=2;///今天簡化修改
if(key=='3') now=3;///今天簡化修改
if(key=='4') now=4;///今天簡化修改
if(key=='5') now=5;///今天簡化修改
if(key=='s' || key=='S'){
if(fout==NULL){///寫檔案的第3行, 如果是空的,第一次寫檔
fout=fopen("file.txt", "w+");///寫檔案的第4行, 真的去開檔案
printf("現在我產生一個file.txt的檔案在目錄裡面哦\n");
}
fprintf(fout, "%.3f %.3f %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4]);///寫檔案的第5行
printf("現在我把一些數字印到檔案裡面%.3f %.3f %.3f %.3f %.3f\n",
angle[0],angle[1],angle[2],angle[3],angle[4]);
}
}
void mouse(int button, int state, int x, int y)///今天簡化修改
{
oldX=x;///今天簡化修改
oldY=y;///今天簡化修改
}
void motion(int x, int y)///今天簡化修改
{
angle[now] += x-oldX;///今天簡化修改
oldX=x;
glutPostRedisplay();///今天簡化修改
}
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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天簡化修改
glutMouseFunc(mouse);///今天簡化修改
glutMotionFunc(motion);///今天簡化修改
///glutIdleFunc(idle);
///glutIdleFunc(display);///今天簡化修改
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;
}
第三階段:
程式碼:
#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=2;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
///float angle=0, dir=1;///只有一個角度,好可憐, ///今天簡化修改掉
float angle[20]={};///今天簡化修改掉
static void display(void)
{
glMatrixMode(GL_PROJECTION);///臨時切換成投影Projection矩陣來調整
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
///fov: field of view 視野的張角(y方向)
///aspect: xy的比例 zNear, zFar 代表
glMatrixMode(GL_MODELVIEW);///馬上切換回去Model View矩陣
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
/// angle+=dir;///今天簡化修改掉
/// if(angle>60)dir = -dir;///今天簡化修改掉
/// if(angle<0) dir = -dir;///今天簡化修改掉
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);///head
glPushMatrix();
glTranslatef(0, -0.3, 0);
glColor3f(1,1,1); glutSolidTeapot(0.3);///body
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[1], 0,0,1);///R///今天簡化修改掉
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right upper arm
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle[2], 0,0,1);///R///今天簡化修改
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[3], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left upper arm
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle[4], 0,0,1);///R///今天簡化修改
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left lower arm
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 };
int now=0;
int oldX=0, oldY=0;
#include <stdio.h>///寫檔案的第1行
FILE * fout=NULL;///寫檔案的第2行, 空空的
FILE * fin=NULL;///read讀檔案的第1行
void keyboard(unsigned char key, int x, int y)///今天簡化修改
{
printf("%c\n", key);
if(key=='0') now=0;///今天簡化修改
if(key=='1') now=1;///今天簡化修改
if(key=='2') now=2;///今天簡化修改
if(key=='3') now=3;///今天簡化修改
if(key=='4') now=4;///今天簡化修改
if(key=='5') now=5;///今天簡化修改
if(key=='s' || key=='S'){
if(fout==NULL){///寫檔案的第3行, 如果是空的,第一次寫檔
fout=fopen("file.txt", "w+");///寫檔案的第4行, 真的去開檔案
printf("現在我產生一個file.txt的檔案在目錄裡面哦\n");
}
fprintf(fout, "%.3f %.3f %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4]);///寫檔案的第5行
printf("現在我把一些數字印到檔案裡面%.3f %.3f %.3f %.3f %.3f\n",
angle[0],angle[1],angle[2],angle[3],angle[4]);
}
if(key=='r' || key=='R'){
if(fin==NULL){///read讀檔案的第2行
fin=fopen("file.txt", "r");///read讀檔案的第3行
}
fscanf(fin, "%f %f %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4]);///read讀檔案的第4行
glutPostRedisplay();///read讀檔案後, 要重畫畫面
}
}
void mouse(int button, int state, int x, int y)///今天簡化修改
{
oldX=x;///今天簡化修改
oldY=y;///今天簡化修改
}
void motion(int x, int y)///今天簡化修改
{
angle[now] += x-oldX;///今天簡化修改
oldX=x;
glutPostRedisplay();///今天簡化修改
}
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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天簡化修改
glutMouseFunc(mouse);///今天簡化修改
glutMotionFunc(motion);///今天簡化修改
///glutIdleFunc(idle);
///glutIdleFunc(display);///今天簡化修改
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;
}

沒有留言:
張貼留言