2014年5月15日 星期四


#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;
int startX=0;
int  startY=0;
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;
int which=1;
int angle[40];
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();// 今天的技巧2: 可以利用 scale把後面的東西都變小
  //T R S: Translate, Rotate, Scale, 要放在 glPushMatrix()/glPopMatrix()
  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);//今天的技巧1: 可以利用 scale把後面的東西都變小
myBody();
glPushMatrix();//今天的技巧3: 大的在外面
glTranslatef(0.2,0,0);//右手
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//今天的技巧3: 小的在裡面
glTranslatef(0,-0.2,0);//小右手
glRotatef(angle[2], 0,0,1);
glTranslatef(0, 0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();

glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//今天的技巧3: 小的在裡面
glTranslatef(0,-0.2,0);//小右手
glRotatef(angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();  
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
   glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[6], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();

glPushMatrix();

glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[8], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
if(key<'9' && key >=48) which=key-'0';
glutPostRedisplay();

}

void glutMouse(int button, int state,int x, int y){
 startX=x;
  startY=y;
 //printf("%d %d %d %d \n",button,state,x,y);

 glutPostRedisplay();
}

void glutMotion(int x, int y){
 angle[which]+=x-startX;
 startX=x;

 startY=y;

// printf("%d %d \n",TeapotX,TeapotY);

 glutPostRedisplay();

}

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

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