作業一
內插公式
1.用Excel嘗試內插公式看是否可以成功 x*新+(1-x)*舊
2.把角度改成內插角度
3.內插公式的函式加入
4.Timer函式準備好
寫檔案
#include <stdio.h>
FILE* fout =NULL; ///檔案指標
. 在keyborad()中
.
if(key=='s' || key=='S')
{
if(fout==NULL)
{
fout=fopen("file.txt","w+");
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 %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);///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 %.3f %.3f %.3f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
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 %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5], &angle[6], &angle[7]);///read讀檔案的第4行
glutPostRedisplay();///read讀檔案後, 要重畫畫面
}
}
5.成功執行
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
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;
float angle[9]={}, dir=1;
///利用角度處理
int now=0;
float alpha=0.0;
///16週課程的Alpha角度內插法
float oldAngle[9]={0, 0, 0, 0, 0, 0, 0, 0, 0};
///舊的角度
float newAngle[9]={40, 40, -40, -40, 0, 0, 0, 0, 0};
///新的角度
void interpolation()
{
for(int i=0; i<9; i++){
angle[i]=alpha*newAngle[i]+(1-alpha)*oldAngle[i];
///內插公式
}
///更改角度的For迴圈
alpha+=0.1;
///Alpha每次的微小更動
}
///16週課程的內插函式,每呼叫一次,換一格
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
//angle++;
//glRotatef(180, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/larm1.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/larm2.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/lhand.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/rarm1.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rarm2.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/rhand.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rfoot.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/lfoot.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
//glPushMatrix();
//glRotatef(angle, 0,1,0);
glPushMatrix();
glRotatef(180,0,1,0);
glScalef(0.3,0.3,0.3);
glTranslatef(0,2,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);//hand
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0,0.5,0);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);//body
glPopMatrix();
glPushMatrix();
glTranslated(-0.1,0.3,0);
glRotatef(-angle[0]*1.5,0,0,1);
glTranslated(0.1,-0.3,0);
glScalef(0.3,0.3,0.3);
glTranslatef(-0.4,0.8,0);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);//larm1
glPushMatrix();
glTranslatef(-0.2,0,0);
glRotatef(-angle[1], 0,0,1);
glTranslatef(0.2,-0,0);
glScalef(0.8,0.8,0.8);
glTranslatef(-0.2,-0.35,0);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);//larm2
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,0.3,0);
glRotatef(-angle[2]*2,0,0,1);
glTranslatef(0.1,-0.3,0);
glScalef(0.8,0.8,0.8);
glTranslatef(-0.55,-0.7,0);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);//lhand
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,0.3,0);
glRotatef(angle[3]*1.5 , 0,0,1);
glTranslatef(-0.1,-0.3,0);
glScalef(0.35,0.3,0.3);
glTranslatef(0.1,0.8,0);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);//rarm1
glPushMatrix();
glTranslatef(0.3,-0.3,0);
glRotatef(angle[4]*2, 0,0,1);
glTranslatef(-0.3,0.3,0);
glScalef(0.8,0.8,0.8);
glTranslatef(0.25,-0.3,0);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);//rarm2
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0.35,0);
glRotatef(angle[5] , 0,0,1);
glTranslatef(-0.15,-0.35,0);
glScalef(0.8,0.8,0.8);
glTranslatef(0.65,-0.7,0);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);//rhand
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angle[6] , 0,0,1);
glTranslatef(0,0,0);
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.2,0,0);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);//rfoot
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(-angle[7] , 0,0,1);
glTranslatef(0,0,0);
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.2,0,0);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);//lfoot
glPopMatrix();
glPopMatrix();
//glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 10.0f, 10.0f, 10.0f, 10.0f };
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, 4.0f, -10.0f, 10.0f };
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 };
/*#include <stdio.h>
void timer(int t)///計時器叫的時候, 要做什麼呢?
{
glutTimerFunc(100, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
printf("現在時間是 %d, 我起床了, 等一下鬧鐘會再叫一下哦 ", t);
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
printf("... 然後我就又睡了....\n");
}///再度沈睡*/
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)
{
printf("%c\n", key);
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)
{
fout=fopen("file.txt","w+");
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 %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);///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 %.3f %.3f %.3f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
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 %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5], &angle[6], &angle[7]);///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);
glutInitWindowSize(500,500);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160116");
glutDisplayFunc(display);
//glutIdleFunc(display);
//glutTimerFunc(0, timer, 0);///(1) 第一次呼叫timer計時器
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();
}
{
if(fout==NULL)
{
fout=fopen("file.txt","w+");
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 %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);///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 %.3f %.3f %.3f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
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 %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5], &angle[6], &angle[7]);///read讀檔案的第4行
glutPostRedisplay();///read讀檔案後, 要重畫畫面
}
}
5.成功執行
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
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;
float angle[9]={}, dir=1;
///利用角度處理
int now=0;
float alpha=0.0;
///16週課程的Alpha角度內插法
float oldAngle[9]={0, 0, 0, 0, 0, 0, 0, 0, 0};
///舊的角度
float newAngle[9]={40, 40, -40, -40, 0, 0, 0, 0, 0};
///新的角度
void interpolation()
{
for(int i=0; i<9; i++){
angle[i]=alpha*newAngle[i]+(1-alpha)*oldAngle[i];
///內插公式
}
///更改角度的For迴圈
alpha+=0.1;
///Alpha每次的微小更動
}
///16週課程的內插函式,每呼叫一次,換一格
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
//angle++;
//glRotatef(180, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/head.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/larm1.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/larm2.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/lhand.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/rarm1.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rarm2.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/rhand.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rfoot.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/lfoot.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
//glPushMatrix();
//glRotatef(angle, 0,1,0);
glPushMatrix();
glRotatef(180,0,1,0);
glScalef(0.3,0.3,0.3);
glTranslatef(0,2,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);//hand
glPopMatrix();
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0,0.5,0);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);//body
glPopMatrix();
glPushMatrix();
glTranslated(-0.1,0.3,0);
glRotatef(-angle[0]*1.5,0,0,1);
glTranslated(0.1,-0.3,0);
glScalef(0.3,0.3,0.3);
glTranslatef(-0.4,0.8,0);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);//larm1
glPushMatrix();
glTranslatef(-0.2,0,0);
glRotatef(-angle[1], 0,0,1);
glTranslatef(0.2,-0,0);
glScalef(0.8,0.8,0.8);
glTranslatef(-0.2,-0.35,0);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);//larm2
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,0.3,0);
glRotatef(-angle[2]*2,0,0,1);
glTranslatef(0.1,-0.3,0);
glScalef(0.8,0.8,0.8);
glTranslatef(-0.55,-0.7,0);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);//lhand
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,0.3,0);
glRotatef(angle[3]*1.5 , 0,0,1);
glTranslatef(-0.1,-0.3,0);
glScalef(0.35,0.3,0.3);
glTranslatef(0.1,0.8,0);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);//rarm1
glPushMatrix();
glTranslatef(0.3,-0.3,0);
glRotatef(angle[4]*2, 0,0,1);
glTranslatef(-0.3,0.3,0);
glScalef(0.8,0.8,0.8);
glTranslatef(0.25,-0.3,0);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);//rarm2
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0.35,0);
glRotatef(angle[5] , 0,0,1);
glTranslatef(-0.15,-0.35,0);
glScalef(0.8,0.8,0.8);
glTranslatef(0.65,-0.7,0);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);//rhand
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angle[6] , 0,0,1);
glTranslatef(0,0,0);
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(0.2,0,0);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);//rfoot
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(-angle[7] , 0,0,1);
glTranslatef(0,0,0);
glPushMatrix();
glScalef(0.3,0.3,0.3);
glTranslatef(-0.2,0,0);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);//lfoot
glPopMatrix();
glPopMatrix();
//glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 10.0f, 10.0f, 10.0f, 10.0f };
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, 4.0f, -10.0f, 10.0f };
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 };
/*#include <stdio.h>
void timer(int t)///計時器叫的時候, 要做什麼呢?
{
glutTimerFunc(100, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
printf("現在時間是 %d, 我起床了, 等一下鬧鐘會再叫一下哦 ", t);
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
printf("... 然後我就又睡了....\n");
}///再度沈睡*/
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)
{
printf("%c\n", key);
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)
{
fout=fopen("file.txt","w+");
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 %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);///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 %.3f %.3f %.3f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
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 %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5], &angle[6], &angle[7]);///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);
glutInitWindowSize(500,500);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160116");
glutDisplayFunc(display);
//glutIdleFunc(display);
//glutTimerFunc(0, timer, 0);///(1) 第一次呼叫timer計時器
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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