2024年5月20日 星期一

 ## week14-1 angle_motion_save

下載上周的程式,複製

#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 * hand1 = NULL;

GLMmodel * hand2 = NULL;

GLMmodel * upper = NULL;

GLMmodel * lower = NULL;

GLMmodel * body = NULL;

void drawUpper(void)

{

    if (!upper) {

        upper = glmReadOBJ("uppper.obj");

        if (!upper) exit(0);

        glmUnitize(upper);

        glmFacetNormals(upper);

        glmVertexNormals(upper, 90.0);

    }


    glmDraw(upper, GLM_SMOOTH |  GLM_TEXTURE);

}

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 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("pmodel.obj");

        if (!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }


    glmDraw(pmodel, 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時,可同時1個關節的兩個轉動

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    ///glutWireCube(0.6);

    ///glutSolidSphere(0.1,30,30);

    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);

        glScalef(0.8,0.8,0.8);

        drawUpper();

        glPushMatrix();

            glTranslatef(0,-0.1,0);

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

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

            glTranslatef(-0.025,-0.05,0);///(1)把旋轉中心放到正中心

            glScalef(0.8,0.8,0.8);

            drawLower();

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

}

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;///左右兩個不一樣

    angleY[angleID]+=x-oldX;

    oldX=x;

    oldY=y;

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

}

  void timer(int t){

  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);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutTimerFunc(0,timer,0);

    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:改目錄名,改c.bp檔名,Notepad++修改內容

3:開啟Excel檔:輸入一些資料,套用公式

#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;

}


///上週有做過, 請用剪貼的

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * hand1 = NULL;

GLMmodel * hand2 = NULL;

GLMmodel * upper = NULL;

GLMmodel * lower = NULL;

GLMmodel * body = NULL;

void drawUpper(void)

{

    if (!upper) {

        upper = glmReadOBJ("uppper.obj");

        if (!upper) exit(0);

        glmUnitize(upper);

        glmFacetNormals(upper);

        glmVertexNormals(upper, 90.0);

    }


    glmDraw(upper, GLM_SMOOTH |  GLM_TEXTURE);

}

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 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("pmodel.obj");

        if (!pmodel) exit(0);

        glmUnitize(pmodel);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel, 90.0);

    }


    glmDraw(pmodel, 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時,可同時1個關節的兩個轉動

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    ///glutWireCube(0.6);

    ///glutSolidSphere(0.1,30,30);

    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);

        glScalef(0.8,0.8,0.8);

        drawUpper();

        glPushMatrix();

            glTranslatef(0,-0.1,0);

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

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

            glTranslatef(-0.025,-0.05,0);///(1)把旋轉中心放到正中心

            glScalef(0.8,0.8,0.8);

            drawLower();

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

}

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;///左右兩個不一樣

    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){///要讀入新的資料

        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);///week14-2

}

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);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    ///glutTimerFunc(2000,timer,0);///week14-2

    ///計時器,2000ms(2秒),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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