準備環境
0.freeglut安裝
1.OpenCV安裝
準備專案
0.下載上禮拜的12-3改目錄為 week13-1_keyboard_angleID_mouse_motion
1.Note++也要做修改
檔案一:week13-1_keyboard_angleID_mouse_motion
利用滑鼠來控制關節旋轉
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawbody(void)
{
if (!body)
{
body = glmReadOBJ("body.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!body)
exit(0);
glmUnitize(body);
glmFacetNormals(body);
glmVertexNormals(body, 90.0);
}
glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
glPushMatrix();
glScalef(0.3, 0.3, 0.3);///MAYA剛進來有點大,利用Scalef把它變小
if (!upper)
{
upper = glmReadOBJ("upper.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!upper)
exit(0);
glmUnitize(upper);
glmFacetNormals(upper);
glmVertexNormals(upper, 90.0);
}
glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
}
void drawLower(void)
{
glPushMatrix();///MAYA剛進來有點大,利用Scalef把它變小
glScalef(0.3, 0.3, 0.3);
if (!lower)
{
lower = glmReadOBJ("lower.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!lower)
exit(0);
glmUnitize(lower);
glmFacetNormals(lower);
glmVertexNormals(lower, 90.0);
}
glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
}
/*void drawmodel(void)
{
if (!pmodel)
{
pmodel = glmReadOBJ("arm1.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!pmodel)
exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}*/
void drawarml(void)
{
if (!arml)
{
arml = glmReadOBJ("arm1.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!arml) exit(0);
glmUnitize(arml);
glmFacetNormals(arml);
glmVertexNormals(arml, 90.0);
}
glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
if (!arm2)
{
arm2 = glmReadOBJ("arm2.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!arm2) exit(0);
glmUnitize(arm2);
glmFacetNormals(arm2);
glmVertexNormals(arm2, 90.0);
}
glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
int angleID=0;
float angle[20];
float i=0, di=1;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidSphere(0.1,30,30);
/*glTranslatef(-0.3,0.3,0);///(3)
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)
drawarml(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glPushMatrix();
glTranslatef(0.6,0.3,0);///(3)
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)*/
glPushMatrix();
glRotatef(180, 0, 1, 0);
drawbody();
//glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0.1,0);
glRotatef(angle[0],1,0,0);
glTranslatef(0,-0.05,0);
drawUpper();
glPushMatrix();
glTranslatef(0,-0.1,0);
glRotatef(angle[1],1,0,0);
glTranslatef(0,-0.2,0);
drawLower(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
///if(i>=90) di = -1;///如果下手臂舉到90度 di = -1
///if(i<0) di = 1;///如果下手臂舉到0度 di=1
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void keyboard(unsigned char key,int x,int y){
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
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]+=y-oldY;
oldX=x;
oldY=y;
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week07-2 obj gundam opencv texture");
glutDisplayFunc(display);
myTexture("Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glutKeyboardFunc(keyboard);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutIdleFunc(display);
glutMainLoop();
}
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檔案二:week13-2_many_angle
HW:10個關節轉動,作出動作一與動作二
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檔案三:week13-3_FILE_fopen_fclose_fprintf_fscanf
'''cpp
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
'''
'''cpp
void keyboard(unsigned char key,int x,int y){
if(key=='s'){
for(int i=0;i<20;i++){
print("%.1f",angle[i]);
}
}
}
'''
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawbody(void)
{
if (!body)
{
body = glmReadOBJ("body.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!body)
exit(0);
glmUnitize(body);
glmFacetNormals(body);
glmVertexNormals(body, 90.0);
}
glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
glPushMatrix();
glScalef(0.3, 0.3, 0.3);///MAYA剛進來有點大,利用Scalef把它變小
if (!upper)
{
upper = glmReadOBJ("upper.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!upper)
exit(0);
glmUnitize(upper);
glmFacetNormals(upper);
glmVertexNormals(upper, 90.0);
}
glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
}
void drawLower(void)
{
glPushMatrix();///MAYA剛進來有點大,利用Scalef把它變小
glScalef(0.3, 0.3, 0.3);
if (!lower)
{
lower = glmReadOBJ("lower.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!lower)
exit(0);
glmUnitize(lower);
glmFacetNormals(lower);
glmVertexNormals(lower, 90.0);
}
glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
}
/*void drawmodel(void)
{
if (!pmodel)
{
pmodel = glmReadOBJ("arm1.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!pmodel)
exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}*/
void drawarml(void)
{
if (!arml)
{
arml = glmReadOBJ("arm1.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!arml) exit(0);
glmUnitize(arml);
glmFacetNormals(arml);
glmVertexNormals(arml, 90.0);
}
glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
if (!arm2)
{
arm2 = glmReadOBJ("arm2.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!arm2) exit(0);
glmUnitize(arm2);
glmFacetNormals(arm2);
glmVertexNormals(arm2, 90.0);
}
glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
int angleID=0;
float angle[20];
float i=0, di=1;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidSphere(0.1,30,30);
/*glTranslatef(-0.3,0.3,0);///(3)
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)
drawarml(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glPushMatrix();
glTranslatef(0.6,0.3,0);///(3)
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)*/
glPushMatrix();
glRotatef(180, 0, 1, 0);
drawbody();
//glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0.1,0);
glRotatef(angle[0],1,0,0);
glTranslatef(0,-0.05,0);
drawUpper();
glPushMatrix();
glTranslatef(0,-0.1,0);
glRotatef(angle[1],1,0,0);///讓手臂在0-90度之間來回彈動
glTranslatef(0,-0.2,0);
drawLower(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
///if(i>=90) di = -1;///如果下手臂舉到90度 di = -1
///if(i<0) di = 1;///如果下手臂舉到0度 di=1
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
void keyboard(unsigned char key,int x,int y){
if(key=='s'){
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0;i<20;i++){
printf("%.1f",angle[i]);
}
printf("\n");
}
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
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]+=y-oldY;
oldX=x;
oldY=y;
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week07-2 obj gundam opencv texture");
glutDisplayFunc(display);
myTexture("Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glutKeyboardFunc(keyboard);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutIdleFunc(display);
glutMainLoop();
}
按住"s"可以看到旋轉角度👇
⭐按住"s"可以看到旋轉角度,關閉小黑之後檔案裡會有一個angle.txt紀錄剛剛儲存的角度
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