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
期末专题:做机器人格斗动画
内插内插内插
内插内插内插
内插内插内插
内插内插内插
内插内插内插
内插内插内插
#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;
int startX=0;
int startY=0;
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;
int which=1;
float angle[40];
void timer(int t);
FILE * fout =NULL;
FILE * fin =NULL;
float a=1;
float angleOld[40];
float angleNew[40];
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);
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);
glTranslatef(0, 0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 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(angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[6], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[8], 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;
if(key=='w' ) {
for(int t=1;t<=8;t++){
printf("%f ",angle[t]);
}
}
if(key<'9' && key >=48) which=key-'0';
if (key=='s') {
if (fout==NULL) fout=fopen("myFile.dat","w+");
for(int t=1;t<=8;t++){
fprintf(fout,"%f ",angle[t]);
}
fprintf(fout,"\n");
}
if (key=='p') {
if (fin==NULL) fin=fopen("myFile.dat","r");
glutTimerFunc(0,timer,0);
}
glutPostRedisplay();
}
void timer(int t){
a+=0.02;
for(int t=1;t<=8;t++){
angle[t]=angleOld[t]*(1-a)+angleNew[t]*a;
}
if (a>=1){
a=0;
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angleNew[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
}
glutPostRedisplay();
glutTimerFunc(10,timer,0);
}
void glutMouse(int button, int state,int x, int y){
startX=x;
startY=y;
//printf("%d %d %d %d \n",button,state,x,y);
glutPostRedisplay();
}
void glutMotion(int x, int y){
angle[which]+=x-startX;
startX=x;
startY=y;
// printf("%d %d \n",TeapotX,TeapotY);
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(glutMouse);
glutMotionFunc(glutMotion);
//myTexture();//不要忘了加哦!
glutMainLoop();
}
2014年5月22日 星期四
保存和播放动作
#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;
int startX=0;
int startY=0;
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;
int which=1;
float angle[40];
void timer(int t);
FILE * fout =NULL;
FILE * fin =NULL;
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);
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);
glTranslatef(0, 0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 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(angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[6], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[8], 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;
if(key=='w' ) {
for(int t=1;t<=8;t++){
printf("%f ",angle[t]);
}
}
if(key<'9' && key >=48) which=key-'0';
if (key=='s') {
if (fout==NULL) fout=fopen("myFile.dat","w+");
for(int t=1;t<=8;t++){
fprintf(fout,"%f ",angle[t]);
}
fprintf(fout,"\n");
}
if (key=='p') {
if (fin==NULL) fin=fopen("myFile.dat","r");
glutTimerFunc(1000,timer,0);
}
glutPostRedisplay();
}
void timer(int t){
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angle[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
glutPostRedisplay();
glutTimerFunc(40,timer,0);
}
void glutMouse(int button, int state,int x, int y){
startX=x;
startY=y;
//printf("%d %d %d %d \n",button,state,x,y);
glutPostRedisplay();
}
void glutMotion(int x, int y){
angle[which]+=x-startX;
startX=x;
startY=y;
// printf("%d %d \n",TeapotX,TeapotY);
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(glutMouse);
glutMotionFunc(glutMotion);
//myTexture();//不要忘了加哦!
glutMainLoop();
}
#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;
int startX=0;
int startY=0;
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;
int which=1;
float angle[40];
void timer(int t);
FILE * fout =NULL;
FILE * fin =NULL;
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);
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);
glTranslatef(0, 0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 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(angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[6], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[8], 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;
if(key=='w' ) {
for(int t=1;t<=8;t++){
printf("%f ",angle[t]);
}
}
if(key<'9' && key >=48) which=key-'0';
if (key=='s') {
if (fout==NULL) fout=fopen("myFile.dat","w+");
for(int t=1;t<=8;t++){
fprintf(fout,"%f ",angle[t]);
}
fprintf(fout,"\n");
}
if (key=='p') {
if (fin==NULL) fin=fopen("myFile.dat","r");
glutTimerFunc(1000,timer,0);
}
glutPostRedisplay();
}
void timer(int t){
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angle[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
glutPostRedisplay();
glutTimerFunc(40,timer,0);
}
void glutMouse(int button, int state,int x, int y){
startX=x;
startY=y;
//printf("%d %d %d %d \n",button,state,x,y);
glutPostRedisplay();
}
void glutMotion(int x, int y){
angle[which]+=x-startX;
startX=x;
startY=y;
// printf("%d %d \n",TeapotX,TeapotY);
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(glutMouse);
glutMotionFunc(glutMotion);
//myTexture();//不要忘了加哦!
glutMainLoop();
}
----------------------------------------------------------------------------------------------------------
不会变快
void timer(int t){
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angle[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
glutPostRedisplay();
glutTimerFunc(40,timer,0);
}
不会变快
void timer(int t){
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angle[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
glutPostRedisplay();
glutTimerFunc(40,timer,0);
}
2014年5月15日 星期四
#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;
int startX=0;
int startY=0;
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;
int which=1;
int angle[40];
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);
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);
glTranslatef(0, 0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 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(angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);//右腿
glRotatef(-angle[5], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[6], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();
glTranslatef(0,-0.2,0);//右腿
glRotatef(-angle[8], 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;
if(key<'9' && key >=48) which=key-'0';
glutPostRedisplay();
}
void glutMouse(int button, int state,int x, int y){
startX=x;
startY=y;
//printf("%d %d %d %d \n",button,state,x,y);
glutPostRedisplay();
}
void glutMotion(int x, int y){
angle[which]+=x-startX;
startX=x;
startY=y;
// printf("%d %d \n",TeapotX,TeapotY);
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(glutMouse);
glutMotionFunc(glutMotion);
//myTexture();//不要忘了加哦!
glutMainLoop();
}
2014年5月8日 星期四
读档案:fcanf(file,,&= =.)
写档案fprintf(file,,,)
#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();
}
2014年5月1日 星期四
#include <GL/glut.h>
float angleX=0;
float 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();
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(0.2,0,0);
glScalef(1.5,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(-0.2,0.0,0);
glScalef(1.5,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(-0.1,-0.2,0);
glPushMatrix();
glTranslatef(-0.12,-0.12,0);//外部
glRotatef(angle3,0,0,1);
glRotatef(-135,0,0,1);
glTranslatef(0.1,0.00,0);//内部
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glRotatef(45,0,0,1);
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);/
glPushMatrix();
glRotatef(-angle2,0,0,1);
glTranslatef(0.1,-0.2,0);
glPushMatrix();
glTranslatef(0.12,-0.12,0);/外部
glRotatef(-angle3,0,0,1);
glRotatef(135,0,0,1);
glTranslatef(-0.1,0.00,0);//内部
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glRotatef(-45,0,0,1);
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
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;
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();
}
float angleX=0;
float 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();
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(0.2,0,0);
glScalef(1.5,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle1,0,0,1);
glTranslatef(-0.2,0.0,0);
glScalef(1.5,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-0.3,0);
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(-0.1,-0.2,0);
glPushMatrix();
glTranslatef(-0.12,-0.12,0);//外部
glRotatef(angle3,0,0,1);
glRotatef(-135,0,0,1);
glTranslatef(0.1,0.00,0);//内部
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glRotatef(45,0,0,1);
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-0.3,0);/
glPushMatrix();
glRotatef(-angle2,0,0,1);
glTranslatef(0.1,-0.2,0);
glPushMatrix();
glTranslatef(0.12,-0.12,0);/外部
glRotatef(-angle3,0,0,1);
glRotatef(135,0,0,1);
glTranslatef(-0.1,0.00,0);//内部
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glRotatef(-45,0,0,1);
glScalef(0.7,0.4,0.2);
glutSolidCube(0.42);
glPopMatrix();
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
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;
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24日 星期四
//keyboard
glutKeyboardFunc(key);
//keyboardFunction
static void
key(unsigned char key, int x, int y)
{
}
//MouseFunc
glutMouseFunc(glutMouse);
void glutMouse(int button, int state,int x, int y)
{
}
glutMotionFunc(glutMotion);
void glutMotion(int x, int y)
{
}
glutPassiveMotionFunc(glutPassiveMotion);void glutPassiveMotion(int x, int y)
{
}
//complete----------------------------------------------------------
void glutMouse(int button, int state,int x, int y){
startX=x;
startY=y;
printf("%d %d %d %d \n",button,state,x,y);
glutPostRedisplay();
}
void glutMotion(int x, int y){
angleX+=x-startX;
startX=x;
angleY+=y-startY;
startY=y;
TeapotX=(x-150)/150.0;
TeapotY=(y-150)/150.0;
printf("%d %d \n",TeapotX,TeapotY);
glutPostRedisplay();
}
//-----------------------------------------------------------------
//light--------------------------------------------------------
void light(){
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);
}
//-----------------------------------------------------------------
2014年4月10日 星期四
2014年3月27日 星期四
Week 07
//texture
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);
//texture
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
void display(){
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.7);
glutSwapBuffers();
}
int main(){
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("FreeGLUT Shapes");
glutDisplayFunc(display);
//texture
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);
//texture
glutMainLoop();
}
-lcv -lcxcore -lhighgui
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);
//texture
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
void display(){
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.7);
glutSwapBuffers();
}
int main(){
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("FreeGLUT Shapes");
glutDisplayFunc(display);
//texture
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);
//texture
glutMainLoop();
}
-lcv -lcxcore -lhighgui
2014年3月13日 星期四
2014年3月6日 星期四
2014年2月20日 星期四
訂閱:
文章 (Atom)












