Step01-1
建立GLUT專案 命名為week14-1_timer
使茶壺定時轉動
#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)///step01-1你的timer函式,做對應動作
{
glutTimerFunc(500, timer, t+1);
angle += 90;
glutPostRedisplay();
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc(2000,timer,0);///step01-1設定timer函式
glutMainLoop();
}
Step01-2
建立新GLUT專案 命名為week14-2_timer_play
使茶壺按下空白鍵就開始轉動
建立GLUT專案 命名為week14-3_timer_alpha_interpolation
加入alpha內插公式後 使茶壺隨著滑鼠按壓拖曳旋轉
///week14-3_timer_alpha_interpolation
#include <GL/glut.h>
float angle=0, oldAngle=0, newAngle=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)///step01-1你的timer函式,做對應動作
{
if(t<100) glutTimerFunc(500, timer, t+1);///設定下一個鬧鐘
float alpha = t/100.0;///step02-1 alpha介於0.00~1.00之間
angle = newAngle * alpha + (1-alpha) * oldAngle;///step02-1 alpha內插公式
glutPostRedisplay();///重畫畫面
}
void motion(int x,int y)///step02-1
{
angle = x;///step02-1即時更新角度
glutPostRedisplay();///step02-1重畫畫面
}
void mouse(int button, int state, int x, int y)///step02-1
{
if(state==GLUT_DOWN) oldAngle = x;///step02-1按下去
if(state==GLUT_UP) newAngle = x;///step02-1放開
glutPostRedisplay();///step02-1重畫畫面
}
void keyboard(unsigned char key, int x, int y)
{
glutTimerFunc(0, timer, 0);
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutMouseFunc(mouse);///step02-1按滑鼠右鍵表示起點,放開表示終點
glutMotionFunc(motion);///step02-1當mouse在motion時,即時更新畫面
glutKeyboardFunc(keyboard);///step01-2用keyboard()
glutMainLoop();
}
Step03-1
控制中心點 使關節圍繞中心點旋轉
///week12-4_keyboard_mouse要用鍵盤滑鼠操控茶壺
///存檔會在工作執行目錄working dir
///在Codeblocks Project-Properties裡面的build targets可以設定
///把它從Desktop\freeglut\bin改成.(現在目錄的意思)DEBUG和Release都要設定才會將.cbp檔存檔
#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"///week13 step02-1
GLMmodel * head = NULL;///week13 step02-1
GLMmodel * body = NULL;
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;
int show[4] = {1,1,1,1};
int ID = 2;///0:頭 1:身體 2:上手臂 3:下手臂
void keyboard(unsigned char key ,int x, int y)
{
if(key=='0') ID = 0;
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 3;
///if(key=='0') show[0] = !show[0];///week13 step03-1
///if(key=='1') show[1] = !show[1];
///if(key=='2') show[2] = !show[2];
///if(key=='3') show[3] = !show[3];
glutPostRedisplay();
}
FILE * fout = NULL;///step02-2一開始檔案沒有開,NULL
FILE * fin = NULL;
float teapotX=0, teapotY=0;
float angle=0, angle2=0, angle3=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
///glTranslatef(teapotX,teapotY,0);
///glutSolidTeapot(0.3);
glScalef(0.2, 0.2, 0.2);///week13 step02-2
if(body==NULL)///week13 step02-1
{
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");///week13 step02-1
uparmR = glmReadOBJ("model/uparmR.obj");
lowarmR = glmReadOBJ("model/lowarmR.obj");
///glmUnitize(body);///week13 step02-1
}
if(ID==0) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[0]) glmDraw(head,GLM_MATERIAL);///week13 step03-1
if(ID==1) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[1]) glmDraw(body,GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.186666, +0.466667, 0);///week14_step03-1反過來
glRotatef(angle,0,0,1);///week14_step03-1TRT建出來
///glRotatef(angle,0,0,1);
glTranslatef(1.186666, -0.466667, 0);///week14_step03-1的結果
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, oldY = 0;
void motion(int x, int y)
{
teapotX += (x - oldX)/150.0;
teapotY -= (y - oldY)/150.0;
oldX = x;
oldY = y;
angle = x;///week14_step03-1
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;
///if(fout==NULL) fout = fopen("file4.txt", "w");
///fprintf(fout, "%f %f\n", teapotX, teapotY);
}
display();
}
///void keyboard(unsigned char key, int x, int y)
///{
///if(fin==NULL)
///{
///fclose(fout);
///fin = fopen("file4.txt","r");
///}
///fscanf(fin, "%f %f", &teapotX, &teapotY);
///display();
///}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
Step03-2
///week12-4_keyboard_mouse要用鍵盤滑鼠操控茶壺
///存檔會在工作執行目錄working dir
///在Codeblocks Project-Properties裡面的build targets可以設定
///把它從Desktop\freeglut\bin改成.(現在目錄的意思)DEBUG和Release都要設定才會將.cbp檔存檔
#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"///week13 step02-1
GLMmodel * head = NULL;///week13 step02-1
GLMmodel * body = NULL;
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;
int show[4] = {1,1,1,1};
int ID = 3;///0:頭 1:身體 2:上手臂 3:下手臂
void keyboard(unsigned char key ,int x, int y)
{
if(key=='0') ID = 0;
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 3;
///if(key=='0') show[0] = !show[0];///week13 step03-1
///if(key=='1') show[1] = !show[1];
///if(key=='2') show[2] = !show[2];
///if(key=='3') show[3] = !show[3];
glutPostRedisplay();
}
FILE * fout = NULL;///step02-2一開始檔案沒有開,NULL
FILE * fin = NULL;
float teapotX=0, teapotY=0;
float angle=0, angle2=0, angle3=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
///glTranslatef(teapotX,teapotY,0);
///glutSolidTeapot(0.3);
glScalef(0.2, 0.2, 0.2);///week13 step02-2
if(body==NULL)///week13 step02-1
{
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");///week13 step02-1
uparmR = glmReadOBJ("model/uparmR.obj");
lowarmR = glmReadOBJ("model/lowarmR.obj");
///glmUnitize(body);///week13 step02-1
}
if(ID==0) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[0]) glmDraw(head,GLM_MATERIAL);///week13 step03-1
if(ID==1) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[1]) glmDraw(body,GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.186666, +0.466667, 0);///week14_step03-1反過來
glRotatef(angle,0,0,1);///week14_step03-1TRT建出來
///glRotatef(angle,0,0,1);
glTranslatef(1.186666, -0.466667, 0);///week14_step03-1的結果
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, oldY = 0;
void motion(int x, int y)
{
teapotX += (x - oldX)/150.0;
teapotY -= (y - oldY)/150.0;
oldX = x;
oldY = y;
angle = x;///week14_step03-1
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;
///if(fout==NULL) fout = fopen("file4.txt", "w");
///fprintf(fout, "%f %f\n", teapotX, teapotY);
}
display();
}
///void keyboard(unsigned char key, int x, int y)
///{
///if(fin==NULL)
///{
///fclose(fout);
///fin = fopen("file4.txt","r");
///}
///fscanf(fin, "%f %f", &teapotX, &teapotY);
///display();
///}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}







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