顯示具有 01161044_劉毓潔 標籤的文章。 顯示所有文章
顯示具有 01161044_劉毓潔 標籤的文章。 顯示所有文章

2014年5月29日 星期四

Week15 課堂作業_01161044劉毓潔


#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]={00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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 time(int t)
{
}
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=2;
}
else if(key=='s'){
if(fout==NULL)
fout=fopen("this_is_my_saved_angles.txt","w+");
//fprintf(fout, "%f %f %f %f %f %f)
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 saved 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);
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]={00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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=1;
}
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+");
//fprintf(fout, "%f %f %f %f %f %f)
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);
glutMainLoop();




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();
}






2014年5月1日 星期四

Week11 課堂作業_01161044劉毓潔


#include <GL/glut.h>
float angleX=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     glutPostRedisplay();
        
}
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("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}

(兩顆球)

(4顆球)

(較好的4顆球寫法)
利用glPushMatrix();   glPopMatrix();包起來保護他

#include <GL/glut.h>
float angleX=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutWireTeapot(0.3);
  
  glPushMatrix();
  glTranslatef(0.4,0,0);            //右邊球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(-0.4,0,0);          //左邊球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(0,0.4,0);         //上面球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
  
  glPushMatrix();
  glTranslatef(0,-0.4,0);          //下面球
  glutSolidSphere(0.2,30,30);
  glPopMatrix();

 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a'||key=='A') angleX+=3;
     if(key=='b'||key=='B') angleX-=3;
     glutPostRedisplay();
        
}
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("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 glutIdleFunc(display);
 myLight();
 glutMainLoop();
}
任務: 左右各畫個長方塊,像手臂一樣

旋轉長方塊

長方塊的腳,有大腿跟小腿
#include <GL/glut.h>
float angleX=0,angleY=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutWireTeapot(0.3);  //茶壺
  
  glPushMatrix();           //右腳 
   glTranslatef(0.2,-0.2,0); 
   glRotatef(angleY, 0,0,1);
   glTranslatef(0,-0.36/2,0);    
   glPushMatrix(); 
      glScalef(0.2,0.36,0.2);
      glutSolidCube(1);
   glPopMatrix();         //大腿 
   glPushMatrix();        //小腿   
     glTranslatef(0,-0.18,0); 
     glRotatef(angleY, 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(angleY, 0,0,1);
   glTranslatef(0,-0.36/2,0);    
   glPushMatrix(); 
      glScalef(0.2,0.36,0.2);
      glutSolidCube(1);
   glPopMatrix();         //大腿 
   glPushMatrix();        //小腿   
     glTranslatef(0,-0.18,0); 
     glRotatef(angleY, 0,0,1);
     glTranslatef(0,-0.36/2,0);  
     glScalef(0.2,0.36,0.2);
     glutSolidCube(1);
   glPopMatrix(); 
   glPopMatrix(); 
  
  glPushMatrix();
  glTranslatef(0.4,0,0);            //右邊球 
  glutSolidSphere(0.2,30,30);
  glRotatef(angleY, 0,0,1);
  glTranslatef(0.3,0,0);    
  glScalef(1.5,1,1);
  glutSolidCube(0.3);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(-0.4,0,0);          //左邊球 
  glutSolidSphere(0.2,30,30);
  glRotatef(angleY, 0,0,-1);
  glTranslatef(-0.3,0,0);    
  glScalef(1.5,1,1);
  glutSolidCube(0.3);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(0,0.4,0);         //上面球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
  
  glPopMatrix();
 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a'||key=='A') angleX+=3;
     if(key=='b'||key=='B') angleX-=3;
     
     if(key=='1') angleY+=3;
     if(key=='2') angleY-=3;
     glutPostRedisplay();
        
}
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("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 glutIdleFunc(display);
 myLight();
 glutMainLoop();
}

2014年3月27日 星期四

Week06 課堂作業_01161044劉毓潔





1. Step 1: 下載 glut 及 opencv 的 DevPak紙箱, 並安裝
https://drive.google.com/file/d/0ByYbu0zjxrp1THkybHVJbGFaTGs/edit?usp=sharing
2. Step 2: Dev C++ 新增 GLUT 專案, 放在桌面上的一個新的目錄
3. Step 3: 將 C:\Dev-CPP\bin\opencv\ 目錄中的 .dll 檔案, 都 Copy 到你的專案目錄中
4. Step 4. 設定 Tool-Compiler 設定, 加入咒語 -lcv -lcxcore -lhighgui
5. Step 5. 寫好你的五行程式碼用 OpenCV 1.0 秀圖

將圖片色彩繪製到茶壺上

2014年3月20日 星期四

Week 05,課堂作業_01161044劉毓潔


做出圓形球體並且增加glutKeyboardFunc(keyboard);
按空白鍵,即可旋轉


用移動,增加另一個圓形球體,讓他在(0,0.5,0)座標上


http://jsyeh.org/3dcg10
下載 source, data, win32執行檔



2014年3月13日 星期四

Week 04 課堂作業,01161044劉毓潔

TODO: 加上 glPushMatrix() 及 glPopMatrix() 保護矩陣


加上glTranslatef(0, 0.5, 0);
重點:glPushMatrix(); 後面要記得加 glPopMatrix();

稍作修改,將茶壺增加為四個




2014年3月6日 星期四

week03課堂作業,01161044劉毓潔

↑執行原本檔案

↑更改成簡易的程式碼

↑使之排版更漂亮ˇ更好理解
↑會旋轉的三角體