2014年5月15日 星期四

Week13 課堂作業_01161044劉毓潔

程式碼:

#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("body.png");
    img[1]=cvLoadImage("Hand1.png");
    img[2]=cvLoadImage("Leg1.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();
        myBody();
        glPushMatrix();
            glTranslatef(0.2,0,0);//右手
            glRotatef(angleX, 0,0,1);
            glTranslatef(0, -0.4, 0);
            myHand();
        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();
}

手和腳都出來了(大手.小手)

程式碼:

#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("body.png");
    img[1]=cvLoadImage("Hand1.png");
    img[2]=cvLoadImage("Leg1.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, -0.2, 0);
            myHand();
       glPushMatrix();
           glTranslatef(0,-0.2,0);//小右手
           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, -0.2, 0);
            myHand();
            glPushMatrix();
            glTranslatef(0,-0.2,0);//小右手
           glRotatef(-angleX, 0,0,1);
           glTranslatef(0, -0.2, 0);
           myHand();
        glPopMatrix();
    glPopMatrix();
    glPushMatrix();
glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.2, 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();
}

利用數字1~8分別控制關節點

加入程式碼:
float angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0, angle8=0;
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; 
glutPostRedisplay();
}






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