
設A為未知數
A *新 +(1 - A) *舊

二.內插法帶入圖片


程式碼
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
GLMmodel* pmodel9 = NULL;
GLMmodel* pmodel10 = NULL;
GLMmodel* pmodel11 = NULL;
float angle[9]={},dir=1;
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;
}
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(180,0,1,0);
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/head.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/leftelbow.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/rightelbow.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/leftarm.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rightarm.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/leftthigh.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rightthigh.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
if (!pmodel10) {
pmodel10 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel10) exit(0);
glmUnitize(pmodel10);
glmFacetNormals(pmodel10);
glmVertexNormals(pmodel10, 90.0);
}
if (!pmodel11) {
pmodel11 = glmReadOBJ("data/eye.obj");
if (!pmodel11) exit(0);
glmUnitize(pmodel11);
glmFacetNormals(pmodel11);
glmVertexNormals(pmodel11, 90.0);
}
glPushMatrix();///身體
///angle[now]+=dir*0.1;///
///if(angle[now]>90) dir=-dir;
///if(angle[now]<0) dir=-dir;
glTranslatef(0,0.15,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///頭
glTranslatef(0,0.675,0);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///右上臂
glTranslatef(0.2,0.4,0);
glRotatef(angle[0]*1.5 , 0,0,1);
glTranslatef(0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右下臂
glTranslatef(0.1,-0.2,0);
glRotatef(angle[1]*2, 0,0,1);
glTranslatef(0,-0.4,0);
glScalef(0.75,0.8,0.75);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左上臂
glTranslatef(-0.2,0.4,0);
glRotatef(-angle[2]*1.5, 0,0,1);
glTranslatef(-0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左下臂
glTranslatef(-0.2,-0.275,0);
glRotatef(-angle[3]*2, 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.7,0.8,0.7);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左大腿
glTranslatef(0.2,-0.35,0);
glRotatef(angle[5] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左小腿
glTranslatef(0.5,-1.4,0);
glRotatef(angle[6]*0.08 , 0,0,1);
glTranslatef(-0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///右大腿
glTranslatef(-0.2,-0.35,0);
glRotatef(-angle[7] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右小腿
glTranslatef(-0.5,-1.4,0);
glRotatef(-angle[8]*0.08 , 0,0,1);
glTranslatef(0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///眼
glTranslatef(0,0.675,0.1);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel11, GLM_SMOOTH | GLM_MATERIAL);
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 };
void timer(int t)
{
glutTimerFunc(1000,timer,t+1);
interpolation();
glutPostOverlayRedisplay();
}
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)
{
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
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=='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)
{
oldX=x;oldY=y;
glutPostRedisplay();
}
void motion(int x,int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow("04160391");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(keyboard);
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();
}
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