顯示具有 02132421_張子豪 標籤的文章。 顯示所有文章
顯示具有 02132421_張子豪 標籤的文章。 顯示所有文章

2014年5月29日 星期四


期末专题:做机器人格斗动画

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#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();
}
----------------------------------------------------------------------------------------------------------
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 <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(){
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();
}

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

GLUquadric * quad=NULL;//1
gluQuadricTexture(quad,true);//2
gluSphere(quad,1,300,300);//3
quad = gluNewQuadric();//4



glutIdleFunc(Idle);
void Idle(){
 rot++;
 glutPostRedisplay();
}


#include "glm.h"
GLMmodel * model=NULL;

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