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2014年6月5日 星期四

01160306_呂季樺_第十六周

第16週 目標: 粒子系統(particles)、運鏡、換色, etc (看情況加上複習)
第17週 期末作品展示
1. gluLookAt( eyeX, eyeY, eyeZ,  objX, objY, objZ, upX, upY, upZ);
1.1. 裝 glut DevPak, 把你的期末作品開起來, 試著用 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

01160306_呂季樺_第十五周


Week15

Week16
Week17!!!!! Final Project Demo




=====
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]
===============================================================
#include<GL/glut.h>

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();
}
void timer(int t)
{
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a'){
}
else if(key=='r'){
a+=0.1;
angle[0]=angleOld[0]*(1-a) + angleNew[0]*a;
glutPostRedisplay();
}
else if(key=='p'){
}
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
=========================================================
===============================================
#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();
}
void timer(int t)
{
}
FILE *fout =NULL,*fin=NULL;
void keyboard(unsigned char key, int x, int y)
{
if(key=='0'){
angleID=0;
}
else if(key=='1'){
angleID=1;
}
else if(key=='2'){
angleID=2;
}
else if(key=='s'){
if(fout==NULL) fout=fopen("this_is_my_angles.txt","w+");
for(int i=0;i<20;i++) fprintf(fout,"%f ",angle[i]);
fprintf(fout, "\n");
}
else if(key=='r'){
if(fin=NULL) fin=fopen("this_is_my_angles.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]);
}
}
glutPostRedisplay();
}
else if(key=='p'){
}
}
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);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
========================================================================

#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("this_is_my_saved_angles.txt","r");
a+=0.1;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a) + angleNew[i]*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=0;
}
else if(key=='1'){
angleID=1;
}
else if(key=='2'){
angleID=2;
}
else if(key=='s'){
if(fout==NULL)fout=fopen("this_is_my_saved_angles.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

01160306_呂季樺_第十四周

目標:
聲音: (4) 音效, (5) 音樂
動作: (1) 讀檔播放, (2) 自動播放 (使用timer計時器鬧鐘會定期響), (3) 內插變得較 smooth


1. 播放聲音 WAV音效 (未壓縮) (使用 PlaySound()函式)
2. 播放音樂 MP3檔 (使用 CMP3_MCI.h, 它是運用 mciSendString()的技巧, 但是我們只要會 Load及Play即可)


以下分別做介紹:
1. 播放聲音 WAV音效 (未壓縮) (使用 PlaySound()函式)
1.1. 重點是分成 前面 #include <Windows.h> 及 #include <mmsystem.h> 之後才能使用PlaySound()
1.2. PlaySound() 的用法是 PlaySound("檔名.wav", NULL, SND_ASYNC);
1.3. 比較一下 SND_ASYNC 及 SND_SYNC 的差別 (ASYNC是不等同步,直接各做各的) (SYNC是要等 PlaySound()整個播完, 才能接下去再做)

#include <stdio.h>
#include <windows.h>
#include <mmsystem.h>
int main()
{
  PlaySound("檔名.wav", NULL, SND_ASYNC);//這行以上才是重點

  printf("Please input a number:\n");
  int n; scanf("%d", &n);//這行只是要卡住的, 別隨便用啊!
}
=================================================
#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;
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
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 angle[10]={0,0,0,0,0,0,0,0,0,0};
int angleID=1;
void timer(int t);
FILE * fout =NULL, * fin =NULL;
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=='s'){
  if(fout==NULL) fout=fopen("my_output_file_for_animation.txt", "w+");
fprintf(fout, "%f %f %f %f %f %f %f %f \n",angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7],angle[8]);
}
if(key=='r'){
if(fin==NULL) fin=fopen("my_output_file_for_animation.txt","r");
fscanf(fin, "%f %f %f %f %f %f %f %f \n",&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7],&angle[8]);
printf("%f %f %f %f %f %f %f %f \n",angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7],angle[8]);
}
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",&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7],&angle[8]);
printf("%f %f %f %f %f %f %f %f \n",angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7],angle[8]);
glutPostRedisplay();
}
int 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(); 
}
//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("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);
glutWireSphere(0.1,30,30);
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);
glutWireSphere(0.1,30,30);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 0,0,1);
glutWireSphere(0.1,30,30);
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);
glutWireSphere(0.1,30,30);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();   
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.3,0);//右腿
glRotatef(angle[5], 0,0,1);
glutWireSphere(0.1,30,30);
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(angle[6], 0,0,1);
glutWireSphere(0.1,30,30);
glTranslatef(0, -0.2, 0);
myLeg();   
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glutWireSphere(0.1,30,30);
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(-angle[8], 0,0,1);
glutWireSphere(0.1,30,30);
glTranslatef(0, -0.2, 0);
myLeg();   
glPopMatrix();   
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}

int main()
{
myMP3.Load("BGMusic.mp3");
myMP3.Play();
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();//不要忘了加哦!
glutMainLoop();
}





2014年5月15日 星期四

01160306_呂季樺_第十三周

0. 講課前, 先考大家幾個問題
0.1. Q: 請問我們課程最後要做出什麼? (大家要有方向!) A: 會跳舞的機器人
0.2. Q: 請問上週教什麼? A: T-R-T 可以對任意軸轉動
0.3. Q: 請問接下來要教什麼?

Week13 調關節、寫檔案、讀檔案、播動畫(timer計時器)
Week14 聲音、特效
Week15 運鏡、節奏
Week16 (buffer...)
Week17 期末作品展示/票選最佳作品!!!!!

1. 目標: 會跳舞的機器人
2. 複習上週程式 (請做出來)
3. 加上 小右手、小左手 (如下圖)
4. 請自己加上 右小腿、右腳掌、左小腿、左腳掌
今天的技巧1: 可以利用 scale把後面的東西都變小
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() 裡面
今天的技巧3: 大的在外面、小的在裡面
glPushMatrix();//今天的技巧3: 大的在外面
glTranslatef(0.2,0,0);//右手
glRotatef(angleX, 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(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();

=========================原始程式碼===============================
#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(){
glPushMatrix();
glScalef(0.5,0.5,0.5);//skill 2
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);//skill 1
myBody();
glPushMatrix();
glTranslatef(0.2,0,0);//右手
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small right hand
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();//skill 3
glTranslatef(0,-0.2,0);//small left hand
glRotatef(-angleX,0,0,1);
glTranslatef(0,-0.2,0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.3,0);//左腿
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small left leg
glRotatef(-angleX,0,0,1);
glTranslatef(0,-0.2,0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.3,0);//右腿
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small right leg
glRotatef(angleX,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;
glutPostRedisplay();

}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myTexture();//不要忘了加哦!
glutMainLoop();
}
=================程式碼修改滑鼠移動======================
#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 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=x; oldY=y;
}
void motion (int x, int y)
{
angle[angleID]+=(x-oldX); oldX=x;
glutPostRedisplay();
}
//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("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);
   glutWireSphere(0.1,30,30);
   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);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myHand();
   glPopMatrix();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.2,0,0);//左手
   glRotatef(-angle[3], 0,0,1);
   glutWireSphere(0.1,30,30);
   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);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myHand();
   glPopMatrix();   
  glPopMatrix();
  glPushMatrix();
   glTranslatef(0.1,-0.3,0);//右腿
   glRotatef(angle[5], 0,0,1);
   glutWireSphere(0.1,30,30);
   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(angle[6], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myLeg();   
   glPopMatrix();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.1,-0.3,0);//左腿
   glRotatef(-angle[7], 0,0,1);
   glutWireSphere(0.1,30,30);
   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(-angle[8], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myLeg();   
   glPopMatrix();   
  glPopMatrix();
 glPopMatrix();
 glutSwapBuffers();
}

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