Week14
14-1
#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 "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * Hand1 = NULL;
GLMmodel * Hand2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Hand2.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 drawHand1(void)
{
if (!Hand1) {
Hand1 = glmReadOBJ("Hand1.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 (!Hand1) exit(0);
glmUnitize(Hand1);
glmFacetNormals(Hand1);
glmVertexNormals(Hand1, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawHand2(void)
{
if (!Hand2) {
Hand2 = glmReadOBJ("Hand2.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 (!Hand2) exit(0);
glmUnitize(Hand2);
glmFacetNormals(Hand2);
glmVertexNormals(Hand2, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
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);
}
void drawLower(void)
{
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);
}
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);
}
int angleID = 0;
float angleX[10]={ };
float angleY[10]={ };
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//glutWireCube(0.6);
//glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(180,0,1,0);
glRotatef(angleX[0],1,0,0);
glRotatef(angleY[1],0,1,0);
drawBody();
glPushMatrix();
//gltranslatef(0,0.1,0);
glTranslatef(-0.15,0.03,0);
glRotatef(angleX[1],1,0,0);
glRotatef(angleY[1],0,1,0);
glTranslatef(-0.025,-0.05,0);
glScalef(0.5,0.5,0.5);
drawUpper();
glPushMatrix();
glTranslatef(0,-0.1,0);
glRotatef(angleX[2],1,0,0);
glRotatef(angleY[2],0,1,0);
glTranslatef(0,-0.2,0);
glScalef(0.5,0.5,0.5);
drawLower(); ///glutSolidTeapot( 0.3 );
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;
angleY[angleID] += x - oldX;
oldX = x;
oldY = y;
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week12-2 obj gundam upper lower");
glutDisplayFunc(display);
glutIdleFunc(display);
glutKeyboardFunc(keyboard);
glutMotionFunc(motion);
myTexture("Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();
}
14-2
#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 "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * Hand1 = NULL;
GLMmodel * Hand2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Hand2.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 drawHand1(void)
{
if (!Hand1) {
Hand1 = glmReadOBJ("Hand1.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 (!Hand1) exit(0);
glmUnitize(Hand1);
glmFacetNormals(Hand1);
glmVertexNormals(Hand1, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawHand2(void)
{
if (!Hand2) {
Hand2 = glmReadOBJ("Hand2.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 (!Hand2) exit(0);
glmUnitize(Hand2);
glmFacetNormals(Hand2);
glmVertexNormals(Hand2, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
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);
}
void drawLower(void)
{
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);
}
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);
}
int angleID = 0;
float angleX[10]={ };
float angleY[10]={ };
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//glutWireCube(0.6);
//glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(180,0,1,0);
glRotatef(angleX[0],1,0,0);
glRotatef(angleY[0],0,1,0);
drawBody();
glPushMatrix();
//gltranslatef(0,0.1,0);
glTranslatef(-0.15,0.03,0);
glRotatef(angleX[1],1,0,0);
glRotatef(angleY[1],0,1,0);
glTranslatef(-0.025,-0.05,0);
glScalef(0.5,0.5,0.5);
drawUpper();
glPushMatrix();
glTranslatef(0,-0.1,0);
glRotatef(angleX[2],1,0,0);
glRotatef(angleY[2],0,1,0);
glTranslatef(0,-0.2,0);
glScalef(0.5,0.5,0.5);
drawLower(); ///glutSolidTeapot( 0.3 );
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;
angleY[angleID] += x - oldX;
oldX = x;
oldY = y;
glutPostRedisplay();
}
float oldAngleX[10] = {};
float newAngleX[10] = {};
float oldAngleY[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("week12-2 obj gundam upper lower");
glutDisplayFunc(display);
glutIdleFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture("Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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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