2023年5月29日 星期一

真week14

 week14計時器timer、內插

主題: 切換關節 、移動、旋轉整合打光、貼圖、timer計時器、內插動作

先裝 Git程式, 下載clone

git clone 網址

今天的程式: timer

先裝 freeglut 

 glutTimerFunc

另外要準備好 void timer

開啟CodeBlocks: File-New-Project, GLUT專案 week14-1_timer 專案


Week14-1_timer

可以移動滑鼠調整觀看的角度

#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); ///step01-1 設定下一個鬧鐘

    angle += 90; ///增加90度

    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); ///step01-1 設定timer函式


    glutMainLoop();

}


投影種類
Ortho垂直投影 上下左右四面投影 MAYA的四宮格
Frustum臺狀投影
Perspective透視投影



















/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{ ///ar = aspective ratio 長寬比
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);///切換投影矩陣
glLoadIdentity();///設成單位矩陣
///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glOrtho(-ar*3, ar*3, -1.0*3, 1.0*3, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;///設成單位矩陣
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
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 };
/* Program entry point */
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(key);
glutIdleFunc(idle);
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;
}

利用Excel來示範,什麼是alpha內插






#include <stdio.h>///要檔案的Input/Output
#include <GL/glut.h>

#include "glm.h"///week13_step02-2
///再把glm.cpp 在左邊 Add files 加進去
GLMmodel * head = NULL;///week13_step02-2
GLMmodel * body = NULL;///week13_step02-2
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;

//int show[4] = {1,0,0,0}; week13_step03-1
int show[4] = {1,1,1,1};///week14_step03-1
int ID=2;///week14_step03-1 設定關節 ID
float teapotX=0,teapotY=0,angle=0;
FILE * fout = NULL; ///step02-1
FILE * fin = NULL; ///step02-1

void keyboard(unsigned char key,int x,int y)
{
    if(key=='0') ID=0; ///week14_step03-1  //show[0] = ! show[0]; week13
    if(key=='1') ID=1; ///week14_step03-1  //show[1] = ! show[1]; week13
    if(key=='2') ID=2; ///week14_step03-1  //show[2] = ! show[2]; week13
    if(key=='3') ID=3; ///week14_step03-1  //show[3] = ! show[3]; week13
    glutPostRedisplay();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    if(head==NULL)
    {
        head = glmReadOBJ("model/head.obj");///week13_step02-2
        body = glmReadOBJ("model/body.obj");
        uparmR = glmReadOBJ("model/uparmR.obj");
        lowarmR = glmReadOBJ("model/lowarmR.obj");
        ///glmUnitize(head);///week13_step02-2 之後改
    }
    glPushMatrix();
        glScalef(0.3,0.3,0.3);///week13_step02-3
        glPushMatrix();///week13_step03-2
            //glTranslatef(teapotX,teapotY,0);///week13_step03-2

            if(ID==0) glColor3f(1,0,0); ///week14_step03-1
            else glColor3f(1,1,1); ///week14_step03-1
            if(show[0]) glmDraw(head,GLM_MATERIAL);///week13_step02-3
        glPopMatrix();///week13_step03-2

        if(ID==1) glColor3f(1,0,0); ///week14_step03-1
        else glColor3f(1,1,1); ///week14_step03-1
        if(show[1]) glmDraw(body,GLM_MATERIAL);///week13_step02-2

        glPushMatrix(); ///week14_step03-2
            ///glTranslatef(teapotX,teapotY,0);  ///week14_step03-2 要設定 TRT
            glTranslatef(-1.360000, +0.360000, 0); ///week14_step03-2
            glRotatef(angle,0,0,1); ///week14_step03-2
            glTranslatef(1.360000, -0.360000, 0); ///week14_step03-2

            if(ID==2) glColor3f(1,0,0); ///week14_step03-1
            else glColor3f(1,1,1); ///week14_step03-1
            if(show[2]) glmDraw(uparmR,GLM_MATERIAL);///week13_step02-3

            glPushMatrix(); ///week14_step03-2
                    ///glTranslatef(teapotX,teapotY,0);  ///week14_step03-2 要設定 TRT
                glTranslatef(-1.959999, +0.080000, 0); ///week14_step03-2
                glRotatef(angle,0,0,1); ///week14_step03-2
                glTranslatef(1.959999, -0.080000, 0); ///week14_step03-2

                if(ID==3) glColor3f(1,0,0); ///week14_step03-1
                else glColor3f(1,1,1); ///week14_step03-1
                if(show[3]) glmDraw(lowarmR,GLM_MATERIAL);///week13_step02-3
            glPopMatrix();
        glPopMatrix();

    glPopMatrix();
    glColor3f(0,1,0); ///week14_step03-2 綠色的
    glutSolidTeapot(0.02); ///week14_step03-2
    glutSwapBuffers();
}
int oldX=0, oldY=0;///week13_step03-2
void mouse(int button,int state,int x,int y)
{
    if(state==GLUT_DOWN)
    {
        oldX = x;
        oldY = y;
    }
}
void motion(int x,int y)
{
    teapotX += (x - oldX)/150.0;
    teapotY -= (y - oldY)/150.0;
    printf("glTranslatef(%f, %f, 0);\n",teapotX,teapotY); ///week14_step03-2
    angle += x-oldX; ///week14_step03-2
    oldX = x;
    oldY = y;
    glutPostRedisplay();
}

int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week14");

    glutMotionFunc(motion);///week13_step03-2
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);

    glutMainLoop();


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