2014 電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2014年6月11日 星期三
2014年5月1日 星期四
hw11
#include <Gl/glut.h>
float teapotX=0,teapotY=0,angle1=0,angle2=0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='a' || key=='A') teapotX+=3;
if(key=='b' || key=='B') teapotX-=3;
if(key=='1') angle1+=3;
if(key=='2') angle1-=3;
if(key=='3') angle2+=3;
if(key=='4') angle2-=3;
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(teapotX,0,1,0);
glutWireTeapot(0.3);
glPushMatrix();//右手
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(0.3,0,0);
glScalef(2,1,1);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左手
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(-0.3,0,0);
glScalef(2,1,1);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();//右腳
glTranslatef(0.2,-0.2,0);
glRotatef(angle2,1,1,0);
glTranslatef(0,-0.36/2,0);
glPushMatrix();
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.18,0);
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.36/2,0);
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左腳
glTranslatef(-0.2,-0.2,0);
glRotatef(angle2,-1,1,0);
glTranslatef(0,-0.36/2,0);
glPushMatrix();
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.18,0);
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.36/2,0);
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//頭
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
hw11
會動的機器手臂
#include <Gl/glut.h>
float teapotX=0,teapotY=0,angle1=0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='a' || key=='A') teapotX+=3;
if(key=='b' || key=='B') teapotX-=3;
if(key=='1') angle1+=3;
if(key=='2') angle1-=3;
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(teapotX,0,1,0);
glutWireTeapot(0.3);
glPushMatrix();
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(0.3,0,0);
glScalef(2,1,1);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(-0.3,0,0);
glScalef(2,1,1);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
hw11
#include <Gl/glut.h>
float teapotX=0,teapotY=0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='a' || key=='A') teapotX+=3;
if(key=='b' || key=='B') teapotX-=3;
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(teapotX,0,1,0.2);
glutWireTeapot(0.3);
glPushMatrix();
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.5,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.5,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glTranslatef(-0.8,0,0);
glScalef(2,1,1);
glutSolidCube(0.15);
glTranslatef(0.8,0,0);
glScalef(1.3,1,1);
glutSolidCube(0.15);
glPopMatrix();
glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
2014年4月10日 星期四
地球轉動
#include<GL/glut.h>
#include<opencv/highgui.h>
#include<opencv/cv.h>
GLUquadric*quad=NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
gluQuadricTexture(quad,true);
gluSphere(quad,0.5,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GL_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);
GLuint id;
IplImage * img = cvLoadImage("earth.jpg");
cvCvtColor(img, img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
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->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
quad=gluNewQuadric();
glutMainLoop();
}
#include<GL/glut.h>
#include<opencv/highgui.h>
#include<opencv/cv.h>
GLUquadric*quad=NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
gluQuadricTexture(quad,true);
gluSphere(quad,0.5,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GL_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);
GLuint id;
IplImage * img = cvLoadImage("earth.jpg");
cvCvtColor(img, img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
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->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
quad=gluNewQuadric();
glutMainLoop();
}
2014年3月27日 星期四
2014年3月20日 星期四
2014年3月6日 星期四
2014年2月27日 星期四
2014年2月20日 星期四
訂閱:
文章 (Atom)










