2024年5月13日 星期一

熱血學圖學round13

 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

〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓

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👇


update👇 :

#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=='r'){ ///讀angle.txt近來
        if(fin==NULL) fin=fopen("angle.txt","r");
        for(int i=0;i<20;i++){
            fscanf(fin,"%f",&angle[i]);
        }
        glutPostRedisplay;
    }
     if(key=='s'){///把角度寫進angle.txt
        if(fout==NULL) fout=fopen("angle.txt","w+");
        for(int i=0;i<20;i++){
            printf("%.1f",angle[i]);
            fprintf(fout,"%.1f ",angle[i]);
        }
        printf("\n");
        fprintf(fout,"\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,關閉小黑之後檔案裡會有一個angle.txt紀錄剛剛儲存的角度

重新執行程式按"R"會把剛剛紀錄的角度一行一行讀近來,剛蛋的手臂就會根據旋轉角度去做旋轉




















































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