2014年5月15日 星期四

01160456_謝之麟, HW013, Week13

#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
//IplImage *img1, *img2, *img3, *img4;
//GLuint id1, id2, id3, id4;
IplImage * img[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
GLuint id[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
float angleX=0;
void myPrepareTexture(int i)//用參數來配, 找對應正確的變數
{//技巧3: 可以把重覆的東西, 用函式來簡化
 cvCvtColor(img[i], img[i], CV_BGR2RGB);
 glEnable(GL_TEXTURE_2D);
 glGenTextures(1, &id[i]);
 glBindTexture(GL_TEXTURE_2D, id[i]);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
void myTexture()
{
 img[0]=cvLoadImage("imgbody.png");
 img[1]=cvLoadImage("imgHand1.png");
 img[2]=cvLoadImage("imgLeg1.png");
 for(int i=0;i<3;i++){//技巧2: 可以把重覆的東西, 用迴圈來簡化
  myPrepareTexture(i);
 }
}
void myPolygon(int num){//技巧3: 可以把重覆的東西, 用函式來簡化
 glPushMatrix();
  glScalef(0.3, 0.8, 0.8);
  glBindTexture(GL_TEXTURE_2D, id[num]);
  glBegin(GL_POLYGON);
   glTexCoord2f(0, 0);   glVertex3f( -0.5,  0.5, 0);
   glTexCoord2f(1, 0);   glVertex3f(  0.5,  0.5, 0);
   glTexCoord2f(1, 1);   glVertex3f(  0.5, -0.5, 0);
   glTexCoord2f(0, 1);   glVertex3f( -0.5, -0.5, 0);
  glEnd();
 glPopMatrix();
}
void myBody(){
 myPolygon(0);
}
void myLeg(){
     glPushMatrix();
     glScalef(0.5,0.5,0.5);
 myPolygon(1);
 glPopMatrix();
}
void myHand(){
     glPushMatrix();
     glScalef(0.5,0.5,0.5);
 myPolygon(2);
 glPopMatrix();
}
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
 glScalef(0.5,0.5,0.5);
  myBody();
  glPushMatrix();
   glTranslatef(0.2,0,0);//右手
   glRotatef(angleX, 0,0,1);
   glTranslatef(0, -0.4, 0);
   myHand();
 
   glPushMatrix();
   glTranslatef(0,-0.2,0);
   glRotatef(angleX,0,0,1);
   glTranslatef(0,-0.2,0);
   myHand();
   glPopMatrix();
 
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.2,0,0);//左手
   glRotatef(-angleX, 0,0,1);
   glTranslatef(0, -0.4, 0);
   myHand();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.2,-0.3,0);//左腿
   glRotatef(-angleX, 0,0,1);
   glTranslatef(0, -0.4, 0);
   myLeg();
  glPopMatrix();
 glPopMatrix();
 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 glutPostRedisplay();

}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myTexture();//不要忘了加哦!
 glutMainLoop();
}


#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
//IplImage *img1, *img2, *img3, *img4;
//GLuint id1, id2, id3, id4;
IplImage * img[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
GLuint id[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
float angleA=0,angleX=0,angleY=0,angleZ=0;
void myPrepareTexture(int i)//用參數來配, 找對應正確的變數
{//技巧3: 可以把重覆的東西, 用函式來簡化
 cvCvtColor(img[i], img[i], CV_BGR2RGB);
 glEnable(GL_TEXTURE_2D);
 glGenTextures(1, &id[i]);
 glBindTexture(GL_TEXTURE_2D, id[i]);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
void myTexture()
{
 img[0]=cvLoadImage("imgbody.png");
 img[1]=cvLoadImage("imgHand1.png");
 img[2]=cvLoadImage("imgLeg1.png");
 for(int i=0;i<3;i++){//技巧2: 可以把重覆的東西, 用迴圈來簡化
 myPrepareTexture(i);
 }
}
void myPolygon(int num){//技巧3: 可以把重覆的東西, 用函式來簡化
 glPushMatrix();
 glScalef(0.3, 0.8, 0.8);
 glBindTexture(GL_TEXTURE_2D, id[num]);
 glBegin(GL_POLYGON);
  glTexCoord2f(0, 0);   glVertex3f( -0.5,  0.5, 0);
  glTexCoord2f(1, 0);   glVertex3f(  0.5,  0.5, 0);  
  glTexCoord2f(1, 1);   glVertex3f(  0.5, -0.5, 0);  
  glTexCoord2f(0, 1);   glVertex3f( -0.5, -0.5, 0);  
 glEnd();
 glPopMatrix();
}
void myBody(){
 myPolygon(0);
}
void myLeg(){
 myPolygon(1);
}
void myHand(){
 myPolygon(2);
}
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
 glScalef(0.5,0.5,0.5);
 myBody();
 glPushMatrix();
  glTranslatef(0.2,0,0);//右手
  glRotatef(angleA, 0,0,1);
  glTranslatef(0, -0.4, 0);
  myHand();
  glPushMatrix();
   glTranslatef(0,-0.25,0);//small右手
   glRotatef(angleZ, 0,0,1);
   glTranslatef(0, -0.4, 0);
   myHand();
  glPopMatrix();
 glPopMatrix();

 glPushMatrix();
  glTranslatef(-0.2,0,0);//左手
  glRotatef(-angleA, 0,0,1);
  glTranslatef(0, -0.4, 0);
  myHand();
  glPushMatrix();
   glTranslatef(0,-0.25,0);//small左手
   glRotatef(angleZ, 0,0,-1);
   glTranslatef(0, -0.4, 0);
   myHand();
  glPopMatrix();
 glPopMatrix();

 glPushMatrix();
  glTranslatef(-0.2,-0.3,0);//左腿
  glRotatef(-angleX, 0,0,1);
  glTranslatef(0, -0.4, 0);
  myLeg();
  glPushMatrix();
   glTranslatef(0,-0.3,0);//小左腿
   glRotatef(-angleY, 0,0,1);
   glTranslatef(0, -0.4, 0);
   myLeg();
  glPopMatrix();
 glPopMatrix();

 glPushMatrix();
  glTranslatef(0.2,-0.3,0);//右腿
  glRotatef(-angleX, 0,0,-1);
  glTranslatef(0, -0.4, 0);
  myLeg();
  glPushMatrix();
   glTranslatef(0,-0.3,0);//小右腿
   glRotatef(-angleY, 0,0,-1);
   glTranslatef(0, -0.4, 0);
   myLeg();
  glPopMatrix();
 glPopMatrix();


 glPopMatrix();
 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='1') angleA+=3;
 if(key=='3') angleA-=3;
 if(key=='a') angleX+=3;
 if(key=='d') angleX-=3;
 if(key=='w') angleY+=3;
 if(key=='s') angleY-=3;
 if(key=='q') angleZ+=3;
 if(key=='e') angleZ-=3;
 glutPostRedisplay();
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myTexture();//不要忘了加哦!
 glutMainLoop();
}



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