顯示具有 01160262_謝翌伶 標籤的文章。 顯示所有文章
顯示具有 01160262_謝翌伶 標籤的文章。 顯示所有文章

2014年6月5日 星期四

week16


1. gluLookAt( eyeX, eyeY, eyeZ,  objX, objY, objZ, upX, upY, upZ);
用 gluLookAt()來改改看攝影機的位子, 像是 45度俯視看你的臉

2014年5月29日 星期四

內插(interpolation)

動作A ------> 動作B
a=0 .................a=1

你的動作(angle[...])
angle[0] = angleOld[0]*(1-a) + angleNew[0]*a;   //內插公式
口訣: 交叉相乘

ex.
a=0, angle[0] 是 angleOld[0]
a=0.1, angleOld[0]*0.9 + angleNew[0]*0.1
a=0.5,  angleOld[0]*0.5 + angleNew[0]*0.5
a=0.9,
a=1, anlge[0] 是 angleNew[0]




最後程式碼!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
紀錄+撥放~


#include <stdio.h>
#include<GL/glut.h>
int angleID=0;
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
FILE *fout =NULL,*fin=NULL;
void readNext()
{
if(fin=NULL)fin=fopen("bbbbbbb.txt","r");
a+=0.1;
angle[0]=angleOld[0]*(1-a) + angleNew[0]*a; 
if(a>=1)
{
a=0;
for(int i=0;i<20;i++)
{
angleOld[i]=angleNew[i];
fscanf(fin,"%f ",&angleNew[i]);
}
}
}
void timer(int t)
{
  glutTimerFunc(100,timer,0);
  readNext();
  glutPostRedisplay();
}


void keyboard(unsigned char key, int x, int y)
{
if(key=='0')
{angleID=1;}
else if(key=='1')
{angleID=1;}
else if(key=='2')
{angleID=1;}
else if(key=='s'){
if(fout==NULL)fout=fopen("aaaaaaa.txt","w+");
for(int i=0;i<20;i++) fprintf(fout,"%f ",angle[i]);
fprintf(fout,"\n");
 }
 else if(key=='r'){
readNext();
glutPostRedisplay();

 }
 else if(key=='p')
 {
  glutTimerFunc(0,timer,0);
 } 
}
 float oldX=0 ,oldY=0;
 void mouse (int button,int state,int x ,int y) {
oldX=x;
oldY=y;
}
void motion(int x, int y)
{
angle[angleID]+= (x-oldX);oldX=x;
glutPostRedisplay();
}


int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week15");
 glutKeyboardFunc(keyboard);
 glutDisplayFunc(display);
 glutMouseFunc(mouse);
 glutMotionFunc(motion);
 glutMainLoop();



2014年5月22日 星期四

聲音檔!!!!!!!
小狗叫聲!
加入MP3



本周程式碼

#include <stdio.h>
#include <windows.h>
#include <mmsystem.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
void timer(int t);
FILE * fout =NULL,*fin=NULL;

//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 angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0, angle8=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("1.png");
 img[1]=cvLoadImage("2.png");
 img[2]=cvLoadImage("3.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(angle1, 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(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();//今天的技巧3: 小的在裡面
    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();
   //請把小腿及腳掌做出來
   glPushMatrix();
    glTranslatef(0,-0.2,0);//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();
   //請把小腿及腳掌做出來
   glPushMatrix();
    glTranslatef(0,-0.2,0);//右腿
    glRotatef(-angle8, 0,0,1);
    glTranslatef(0, -0.2, 0);
    myLeg();  
   glPopMatrix();  
  glPopMatrix();
 glPopMatrix();
 glutSwapBuffers();
}



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'){//存檔
if(fout==NULL)fout=fopen("my_output_file_for_animation.txt","w+");
fprintf(fout,"%f %f %f %f %f %f %f %f \n",angle1,angle2,angle3,angle4,angle5,angle6,angle7,angle8);
}
if(key=='r'){//讀黨
if(fin==NULL)fin=fopen("my_output_file_for_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("my_output_file_for_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()
{

   
myMP3.Load("CCCCEEEE.mp3");
myMP3.Play();
 
    //PlaySound("Pup.wav",NULL,SND_ASYNC);


 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myTexture();//不要忘了加哦!
 glutMainLoop();
  return 0;
}


2014年5月15日 星期四

倒數3周


加入 使用滑鼠使用!!!!
float angle[10]={0,0,0,0,0,0,0,0,0,0};
int angleID=1;
void keyboard(unsigned char key ,int x, int y)
{
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
if(key=='4')angleID=4;
if(key=='5')angleID=5;
if(key=='6')angleID=6;
if(key=='7')angleID=7;
if(key=='8')angleID=8;
glutPostRedisplay();
int oldX=0 ,oldY=0;
void mouse(int button ,int state ,int x,int y)
{
oldX=0 ,oldY=0;
}
void motion(int x, int y)
{
angle[angleID]+=(x-oldX); oldX=x;
glutPostRedisplay();
}

 glPushMatrix();
   glTranslatef(0,-0.2,0);//小右腿
   glRotatef(angle[6], 0,0,1);
   glTranslatef(0, -0.2, 0);
   myLeg();
  glPopMatrix();

記得還是要把小腿使用  glPushMatrix();    glPopMatrix();包起來



存檔!!讀黨!!!

 TODO: 請用鍵盤來切換 angleID變數, 將今天的範例, 改用 陣列、變數、滑鼠, 來讓不同的關節轉動 (小心: 請記得把範例中所有的變數都變成陣列哦!)(小心: 請記得註冊 glutMouseFunc(mouse); 及 glutMotionFunc(motion); 哦!) (小心: 要用到的變數,在用到之 "前" 要宣告哦!)


float angle[10]={0,0,0,0,0,0,0,0,0,0};
int angleID=1;
FILE *fout=NULL, *fin=NULL;//要存檔的技巧1: 用 FILE * fout =NULL; 宣告 
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;

if(key=='x') printf("%f %f %f %f %f %f %f %f %f %f \n", angle[0], angle[1], angle[2], angle[3], angle[4], angle[5], angle[6],angle[7], angle[8], angle[9] );

if(key=='s'){//要存檔的技巧
for(int i=0;i<10;i++) printf("%f ", angle[i]);
printf("\n");

///要存檔的技巧4: 用 if(fout==NULL)做保護, 讓檔案不要一直重開出錯, "開第一次就好了" 
if(fout == NULL) fout = fopen("my_first_file_to_open_yayaya.txt", "w+");///要存檔的技巧2: 開檔案, 要寫檔 
for(int i=0;i<10;i++) fprintf(fout,  "%f ", angle[i]);///要存檔的技巧3: printf() 改裝成 fprintf() 
fprintf(fout, "\n");///要存檔的技巧3: 改裝的技巧是, (函式名)前面加個 f, (參數)前面加個 fout 
}

if(key=='r'){//要存檔的技巧
///要存檔的技巧4: 用 if(fout==NULL)做保護, 讓檔案不要一直重開出錯, "開第一次就好了" 
if(fin == NULL) fin = fopen("my_first_file_to_open_yayaya.txt", "r");///要存檔的技巧2: 開檔案, 要寫檔 
for(int i=0;i<10;i++) fscanf(fin,  "%f ", &angle[i]);///要存檔的技巧3: printf() 改裝成 fprintf() 
}


glutPostRedisplay();


2014年5月8日 星期四

wk12_


::::::::::::::::::::::::::::::::::::::::::::::::::::::::貼圖的設定:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
IplImage * img1,* img2, * img3,* img4;
 GLuint id1,id2,id3,id4;
 float angleX=0;

void myTexture()
{

img1 = cvLoadImage("body.png");
img2 = cvLoadImage("hand.png");
img3 = cvLoadImage("leg.png");

  cvCvtColor(img1, img1, CV_BGR2RGB);
  cvCvtColor(img2, img2, CV_BGR2RGB);
  cvCvtColor(img3, img3, CV_BGR2RGB);

glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id1);
glGenTextures(1, &id2);
glGenTextures(1, &id3);


glBindTexture(GL_TEXTURE_2D, id1);
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, img1->width, img1->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img1->imageData);

glBindTexture(GL_TEXTURE_2D, id2);
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, img2->width, img2->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img2->imageData);

glBindTexture(GL_TEXTURE_2D, id3);
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, img3->width, img3->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img3->imageData);
}

++++++++++++++++++++++本周程式碼+++++++++++++++++++++++++++

#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("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();
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();
}
使用陣列後!!!!!!!