播放wav音效
播放mp3音樂
要去FB社團下載 CMP3_MCI.h
延續上禮拜的進度
存資料和讀資料,以及讀資料之後讓他自己動
程式碼內收
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
IplImage * img[40];
GLuint id[40];
float angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0, angle8=0;
void myPrepareTexture(int i)
{
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++){
myPrepareTexture(i);
}
}
void myPolygon(int num){
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(angle1, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();
glTranslatef(0,-0.2,0);//小右手
glRotatef(angle2, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle3, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();
glTranslatef(0,-0.2,0);//小右手
glRotatef(-angle4, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.3,0);//右腿
glRotatef(angle5, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//小右腿
glRotatef(angle6, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.3,0);//左腿
glRotatef(-angle7, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//小左腿
glRotatef(-angle8, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void timer (int t);
FILE * fout = NULL, *fin=NULL;
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angle1+=3;
if(key=='2') angle1-=3;
if(key=='3') angle2+=3;
if(key=='4') angle2-=3;
if(key=='5') angle3+=3;
if(key=='6') angle3-=3;
if(key=='7') angle4+=3;
if(key=='8') angle4-=3;
if(key=='s')
{
if(fout==NULL) fout=fopen("animation.txt","w+");
fprintf(fout, "%d %d %d %d %d %d %d %d \n", angle1, angle2, angle3, angle4, angle5, angle6, angle7, angle8);
}
if(key=='r')
{
if(fin==NULL) fin=fopen("animation.txt","r");
fscanf(fin, "%f %f %f %f %f %f %f %f \n", &angle1, &angle2, &angle3, &angle4, &angle5, &angle6, &angle7, &angle8);
printf("%f %f %f %f %f %f %f %f \n", angle1, angle2, angle3, angle4, angle5, angle6, angle7, angle8);
}
if(key=='p')
{
if(fin==NULL) fin=fopen("animation.txt","r");
glutTimerFunc(1000, timer, 0);
}
glutPostRedisplay();
}
void timer(int t)
{
glutTimerFunc(1000, timer, 0);
fscanf(fin, "%f %f %f %f %f %f %f %f \n", &angle1, &angle2, &angle3, &angle4, &angle5, &angle6, &angle7, &angle8);
printf("%f %f %f %f %f %f %f %f \n", angle1, angle2, angle3, angle4, angle5, angle6, angle7, angle8);
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myTexture();
glutMainLoop();
}



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