WEEK 14
1. 為避免如上周一樣當機,先將github安裝好並開啟桌面資料夾
2. 主題1:timer
--glutTimerFunc(__等待時間__, timer, 0);
week14-1_timer
#include <GL/glut.h>
float angle = 0;
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0, 0, 1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t){
glutTimerFunc(500, timer, t+1); /// 設定下一個轉動timer
angle += 90;
glutPostRedisplay(); /// 重畫畫面
}
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc(2000, timer, 0); /// 設定timer函式
glutMainLoop();
}
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week14-2_timer_play
加入鍵盤控制來啟動timer
先取消原本在main裡的timer
再來加入keyboard控制
void keyboard(unsigned char key, int x, int y){
glutTimerFunc(0, timer, 0); /// 設定timer函式
}
...
glutKeyboardFunc(keyboard);
...
執行後可按下任意鍵盤啟動timer
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week14-3_timer_alpha_interpolation
#include <GL/glut.h>
float angle = 0, newAngle = 0, oldAngle = 0;
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0, 0, 1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t){
if(t<100) glutTimerFunc(50, timer, t+1); /// 設定下一個轉動timer
float alpha = t/100.0 ; ///alpha介於0.00~1.00之間
angle = newAngle*alpha + (1-alpha)*oldAngle;
glutPostRedisplay(); /// 重畫畫面
}
void motion(int x , int y){
angle = x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y){
if(state==GLUT_DOWN){ ///按下
oldAngle = x;
}
if(state==GLUT_UP){ ///放開
newAngle = x;
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y){
glutTimerFunc(0, timer, 0); /// 設定timer函式
}
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
------------------------------------------------------------------------------------------------------------------
來改變顏色
再來要加入TRT功能
...
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScaled(0.2,0.2,0.2);
if(body == NULL){
head = glmReadOBJ("Model/head.obj");
body = glmReadOBJ("Model/wholebody.obj");
uparmR = glmReadOBJ("Model/uparmR.obj");
lowarmR = glmReadOBJ("Model/armhandR.obj");
}
if(ID == 0) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[0]) glmDraw(head, GLM_MATERIAL);
if(ID == 1) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[1]) glmDraw(body, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.166666, 0.466667, 0);
glRotatef(angle,0,0,1);
glTranslatef(1.166666, -0.466667, 0);
if(ID == 2) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[2]) glmDraw(uparmR, GLM_MATERIAL);
glPopMatrix();
if(ID == 3) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[3]) glmDraw(lowarmR, GLM_MATERIAL);
glPopMatrix();
glColor3f(0,1,0);
glutSolidTeapot(0.02);
glutSwapBuffers();
}
int oldX = 0; int oldY = 0;
void motion(int x , int y){
teapotx += (x - oldX)/150.0;
teapoty -= (y - oldY)/150.0;
oldX = x;
oldY = y;
angle = x;
printf("glTranslatef(%f, %f, 0);\n", teapotx, teapoty);
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y){
if(state==GLUT_DOWN){
oldX = x;
oldY = y;
angle = x;
}
display();
}
...
加入下手臂的TRT
glPushMatrix();
glTranslatef(-1.166666, 0.466667, 0);
glRotatef(angle,0,0,1);
glTranslatef(1.166666, -0.466667, 0);
if(ID == 2) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[2]) glmDraw(uparmR, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.933332, +0.133333, 0);
glRotatef(angle,0,0,1);
glTranslatef(1.933332, -0.133333, 0);
if(ID == 3) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[3]) glmDraw(lowarmR, GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
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