2024年5月20日 星期一

Sean的電腦圖學日誌 week14

作業問題解決









 


##week14-1_angle_motion_save

0.freeglut

1.安裝OpenCV2.1

2.setting-compiler

準備專案

1.複製week13-3

2.改目錄名、改.cbp, Notepad++


#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;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL; ///加的程式,有顆指標,指到模型檔

GLMmodel * hand1 = NULL;

GLMmodel * hand2 = NULL;

GLMmodel * upper = NULL;

GLMmodel * lower = NULL;

GLMmodel * body = NULL;


void drawBody(void)

{

    if(!body){

        body = glmReadOBJ("body.obj");

        if(!body) exit(0);

        glmUnitize(body);

        glmFacetNormals(body);

        glmVertexNormals(body, 90.0);

    }

    glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);

}


void drawUpper(void)

{

    if(!upper){

        upper = glmReadOBJ("upper.obj");

        if(!upper) exit(0);

        glmUnitize(upper);

        glmFacetNormals(upper);

        glmVertexNormals(upper, 90.0);

    }

    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);

}

void drawLower(void)

{

    if(!lower){

        lower = glmReadOBJ("lower.obj");

        if(!lower) exit(0);

        glmUnitize(lower);

        glmFacetNormals(lower);

        glmVertexNormals(lower, 90.0);

    }

    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);

}


void drawmodel(void)

{

    if(!pmodel){

        pmodel = glmReadOBJ("Gundam.obj");

        if(!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}


void drawhand1(void)

{

    if(!hand1){

        hand1 = glmReadOBJ("hand1.obj");

        if(!hand1) exit(0);

        glmUnitize(hand1);

        glmFacetNormals(hand1);

        glmVertexNormals(hand1, 90.0);

    }

    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);

}


void drawhand2(void)

{

    if(!hand2){

        hand2 = glmReadOBJ("hand2.obj");

        if(!hand2) exit(0);

        glmUnitize(hand2);

        glmFacetNormals(hand2);

        glmVertexNormals(hand2, 90.0);

    }

    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);

}

int angleID = 0;

float angleX[10] = { }; ///float angle=0, da=-1;

float angleY[10] = { };///mouse motion可同時改2軸轉動

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ///glutSolidSphere( 0.1, 30, 30);

    ///glutWireCube(0.6);

    glPushMatrix();

        glRotatef(180, 0, 1, 0);

        glRotatef(angleX[0], 1, 0, 0);

        glRotatef(angleY[0], 0, 1, 0);

        drawBody();

        glPushMatrix();

            glTranslatef(-0.15, 0, 0);

            glRotatef(angleX[1], 1, 0, 0);

            glRotatef(angleY[1], 0, 1, 0);

            glTranslatef(-0.025, -0.05, 0);

            drawUpper();

            glPushMatrix();

                glTranslatef(0, -0.1, 0); ///(3)掛到肩上

                glRotatef(angleX[2], 1, 0, 0); ///(2)轉動

                glRotatef(angleY[2], 0, 1, 0);

                glTranslatef(-0.02, -0.2, 0); ///(1)把旋轉中心,放正中心

                drawLower(); ///glutSolidTeapot( 0.3 );

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

    ///if(angle<-90) da = 1;

    ///if(angle>0) da = -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') {

        if(fin==NULL) fin = fopen("angle.txt", "r");

        for(int i=0; i<10; i++) {

            fscanf(fin, "%f", & angleX[i] );

            fscanf(fin, "%f", & angleY[i] );

        }

        glutPostRedisplay();

    }


    if(key=='s') {

        if(fout==NULL) fout = fopen("angle.txt", "w+");

        for(int i=0; i<10; i++) {

            printf("%.1f ", angleX[i] );

            fprintf(fout, "%.1f ", angleX[i] );

            printf("%.1f ", angleY[i] );

            fprintf(fout, "%.1f ", angleY[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) {

    angleX[angleID] += y - oldY; ///angle[angleID] = y;

    angleY[angleID] += x - oldX;

    oldX = x;

    oldY = y;

    glutPostRedisplay(); ///貼上便利貼,提醒GLUT要重畫畫面

}


int main(int argc, char* argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week13-1_keyboard_angleID_mouse_motion_angle");

    glutDisplayFunc(display);

    glutIdleFunc(display); ///加入旋轉

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);


    myTexture("Diffuse.jpg");


    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);


    glEnable(GL_LIGHT0);

    glEnable(GL_NORMALIZE);

    glEnable(GL_COLOR_MATERIAL);

    glEnable(GL_LIGHTING);


    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);



    glutMainLoop();

}



##week14-2_alpha_blending

1.複製week14-1變成week14-2_alpha_blending

2.改名

3.開啟Excel檔,套用1個公式


#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;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL; ///加的程式,有顆指標,指到模型檔

GLMmodel * hand1 = NULL;

GLMmodel * hand2 = NULL;

GLMmodel * upper = NULL;

GLMmodel * lower = NULL;

GLMmodel * body = NULL;


void drawBody(void)

{

    if(!body){

        body = glmReadOBJ("body.obj");

        if(!body) exit(0);

        glmUnitize(body);

        glmFacetNormals(body);

        glmVertexNormals(body, 90.0);

    }

    glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);

}


void drawUpper(void)

{

    if(!upper){

        upper = glmReadOBJ("upper.obj");

        if(!upper) exit(0);

        glmUnitize(upper);

        glmFacetNormals(upper);

        glmVertexNormals(upper, 90.0);

    }

    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);

}

void drawLower(void)

{

    if(!lower){

        lower = glmReadOBJ("lower.obj");

        if(!lower) exit(0);

        glmUnitize(lower);

        glmFacetNormals(lower);

        glmVertexNormals(lower, 90.0);

    }

    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);

}


void drawmodel(void)

{

    if(!pmodel){

        pmodel = glmReadOBJ("Gundam.obj");

        if(!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}


void drawhand1(void)

{

    if(!hand1){

        hand1 = glmReadOBJ("hand1.obj");

        if(!hand1) exit(0);

        glmUnitize(hand1);

        glmFacetNormals(hand1);

        glmVertexNormals(hand1, 90.0);

    }

    glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);

}


void drawhand2(void)

{

    if(!hand2){

        hand2 = glmReadOBJ("hand2.obj");

        if(!hand2) exit(0);

        glmUnitize(hand2);

        glmFacetNormals(hand2);

        glmVertexNormals(hand2, 90.0);

    }

    glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);

}

int angleID = 0;

float angleX[10] = { }; ///float angle=0, da=-1;

float angleY[10] = { };///mouse motion可同時改2軸轉動

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ///glutSolidSphere( 0.1, 30, 30);

    ///glutWireCube(0.6);

    glPushMatrix();

        glRotatef(180, 0, 1, 0);

        glRotatef(angleX[0], 1, 0, 0);

        glRotatef(angleY[0], 0, 1, 0);

        drawBody();

        glPushMatrix();

            glTranslatef(-0.15, 0, 0);

            glRotatef(angleX[1], 1, 0, 0);

            glRotatef(angleY[1], 0, 1, 0);

            glTranslatef(-0.025, -0.05, 0);

            drawUpper();

            glPushMatrix();

                glTranslatef(0, -0.1, 0); ///(3)掛到肩上

                glRotatef(angleX[2], 1, 0, 0); ///(2)轉動

                glRotatef(angleY[2], 0, 1, 0);

                glTranslatef(-0.02, -0.2, 0); ///(1)把旋轉中心,放正中心

                drawLower(); ///glutSolidTeapot( 0.3 );

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

    ///if(angle<-90) da = 1;

    ///if(angle>0) da = -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 timer(int t);

void keyboard(unsigned char key, int x, int y) {

    if(key=='p'){

        glutTimerFunc(0,timer,0);

    }

    if(key=='r') {

        if(fin==NULL) fin = fopen("angle.txt", "r");

        for(int i=0; i<10; i++) {

            fscanf(fin, "%f", & angleX[i] );

            fscanf(fin, "%f", & angleY[i] );

        }

        glutPostRedisplay();

    }


    if(key=='s') {

        if(fout==NULL) fout = fopen("angle.txt", "w+");

        for(int i=0; i<10; i++) {

            printf("%.1f ", angleX[i] );

            fprintf(fout, "%.1f ", angleX[i] );

            printf("%.1f ", angleY[i] );

            fprintf(fout, "%.1f ", angleY[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) {

    angleX[angleID] += y - oldY; ///angle[angleID] = y;

    angleY[angleID] += x - oldX;

    oldX = x;

    oldY = y;

    glutPostRedisplay(); ///貼上便利貼,提醒GLUT要重畫畫面

}

float oldAngleX[10]={};

float oldAngleY[10]={};

float newAngleX[10]={};

float newAngleY[10]={};

void timer(int t){

    glutTimerFunc(50,timer,t+1);

    if(fin==NULL) fin=fopen("angle.txt","r");

    if(t%20==0){

        for(int i=0;i<10;i++){

            oldAngleX[i]=newAngleX[i];

            oldAngleY[i]=newAngleY[i];

            fscanf(fin,"%f",&newAngleX[i]);

            fscanf(fin,"%f",&newAngleY[i]);

        }

    }

    float alpha=(t%20)/20.0;

    for(int i=0;i<10;i++){

        angleX[i]=alpha*newAngleX[i]+(1-alpha)*oldAngleX[i];

        angleY[i]=alpha*newAngleY[i]+(1-alpha)*oldAngleY[i];

    }

    glutPostRedisplay();

    printf("你呼叫了 timer(%d)\n",t);

}

int main(int argc, char* argv[])

{

    printf("程式開始執行\n");

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week14-2_alpha_blending");

    glutDisplayFunc(display);

    glutIdleFunc(display); ///加入旋轉

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    ///glutTimerFunc(0,timer,0);

    ///計時器,2000ms(2秒)後, 會呼叫timer(t)的函式


    myTexture("Diffuse.jpg");


    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);


    glEnable(GL_LIGHT0);

    glEnable(GL_NORMALIZE);

    glEnable(GL_COLOR_MATERIAL);

    glEnable(GL_LIGHTING);


    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);



    glutMainLoop();

}



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