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12日 星期四
2014年5月29日 星期四
Week15 課堂作業_01161160劉景晟
#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();
}
讀取檔案讓他照方式動作
2014年5月15日 星期四
01161160_劉景晟, HW13, Week13
用滑鼠轉動關節
#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 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();
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(0.8,0.8,0.8);
myBody();
glPushMatrix();
glTranslatef(0.15,0.25,0);//右手
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();
glTranslatef(0,-0.2,0);//右小手
glRotatef(angle[2], 0,0,1);
glutSolidSphere(0.09,30,30);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0.25,0);//左手
glRotatef(angle[3], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();
glTranslatef(0,-0.2,0);//左小手
glRotatef(angle[4], 0,0,1);
glutSolidSphere(0.09,30,30);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,-0.35,0);//左腿
glRotatef(angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//左小腿
glRotatef(angle[6], 0,0,1);
glutSolidSphere(0.09,30,30);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,-0.35,0);//右腿
glRotatef(angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.23,0);//右小腿
glRotatef(angle[8], 0,0,1);
glutSolidSphere(0.09,30,30);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
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();
}
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();
}
2014年5月8日 星期四
01161160_劉景晟, HW12, Week12
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
IplImage *img1,*img2,*img3,*img4;
GLuint id1,id2,id3,id4;
float angleX=0;
void myTexture()
{
img1=cvLoadImage("123.png");
img2=cvLoadImage("456.png");
img3=cvLoadImage("789.png");
img3=cvLoadImage("321.png");
cvCvtColor(img1, img1, CV_BGR2RGB);
cvCvtColor(img2, img2, CV_BGR2RGB);
cvCvtColor(img3, img3, CV_BGR2RGB);
cvCvtColor(img4, img4, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id1);
glGenTextures(1, &id2);
glGenTextures(1, &id3);
glGenTextures(1, &id4);
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);
glBindTexture(GL_TEXTURE_2D, id4);
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, img4->width, img4->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img4->imageData);
}
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();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
IplImage *img1,*img2,*img3,*img4;
GLuint id1,id2,id3,id4;
float angleX=0;
void myTexture()
{
img1=cvLoadImage("123.png");
img2=cvLoadImage("456.png");
img3=cvLoadImage("789.png");
img3=cvLoadImage("321.png");
cvCvtColor(img1, img1, CV_BGR2RGB);
cvCvtColor(img2, img2, CV_BGR2RGB);
cvCvtColor(img3, img3, CV_BGR2RGB);
cvCvtColor(img4, img4, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id1);
glGenTextures(1, &id2);
glGenTextures(1, &id3);
glGenTextures(1, &id4);
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);
glBindTexture(GL_TEXTURE_2D, id4);
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, img4->width, img4->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img4->imageData);
}
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();
}
2014年5月1日 星期四
01161160_劉景晟,HW11,Week11
茶壺加方塊
手腳會動
#include <GL/glut.h>
float angleX=0,angle1=0,angle2=0,angle3=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();//左邊
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1, 0,0,1);
glScalef(2,1,1);
glTranslatef(-0.15,0,0);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();//右邊
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1, 0,0,-1);
glScalef(2,1,1);
glTranslatef(0.15,0,0);
glutSolidCube(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();//上面
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();//下右
glTranslatef(0.25,-0.23,0);
glRotatef(angle2, 0,0,1);
glTranslatef(0,-0.2,0);
glPushMatrix();
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.19,0);
glRotatef(angle2, 0,0,1);
glTranslatef(0,-0.2,0);
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//下左
glTranslatef(-0.25,-0.23,0);
glRotatef(angle2, 0,0,1);
glTranslatef(0,-0.2,0);
glPushMatrix();
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.19,0);
glRotatef(angle2, 0,0,1);
glTranslatef(0,-0.2,0);
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
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=='c') angle1+=3;
if(key=='d') angle1-=3;
if(key=='e') angle2+=3;
if(key=='f') angle2-=3;
if(key=='g') angle3+=3;
if(key=='h') angle3-=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();
}
2014年4月10日 星期四
01161160_劉景晟,HW08,Week08
轉動地球
#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(90,1,0,0);
glRotatef(angle,0,0,1);
gluQuadricTexture(quad, true);
gluSphere(quad,0.5,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_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13日 星期四
2014年2月27日 星期四
2014年2月20日 星期四
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