2024年5月20日 星期一

哈囉你好嗎隨便 week14

 1準備工作


1. 安裝 OpenCV

  1. 安裝過程中勾選 Add PATH (第二個選項)。
  2. 將 OpenCV 安裝在預設目錄。

2. 設定 CodeBlocks

  1. 打開 CodeBlocks,進入 Settings -> Compiler
  2. 重啟 CodeBlocks。
  3. View -> Start Page 找到原本的檔案。
  4. Settings -> Compiler -> Search directories 添加以下目錄:
    • Compiler: C:\OpenCV2.1\include
    • Linker: C:\OpenCV2.1\lib
  5. Linker settings 中添加以下項目:
    • cv210
    • cxcore210
    • highgui210



freeglut複製 32搞定

https://github.com/jsyeh/2024graphicsb

https://github.com/jsyeh/2024graphicsb

https://github.com/jsyeh/2024graphicsb

https://github.com/jsyeh/2024graphicsb

https://github.com/jsyeh/2024graphicsb

隨時可以拿老師的



2.更多角度可以玩

cpp>>>>>>>>>

#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 angleY[10] = { }; ///float angle=0, da=-1;
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);
                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\n%f", & angleX[i],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] );
           fscanf(fin, "%f\n%f", & angleX[i],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; ///angle[angleID] = y;
    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();
}



    




3.按P讓他撥放


cpp>>>>


#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 angleY[10] = { }; ///float angle=0, da=-1;
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);
                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') { ///Play 播放
        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\n%f", & angleX[i],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] );
           fscanf(fin, "%f\n%f", & angleX[i],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; ///angle[angleID] = y;
    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++) {
            oldAngleY[i] = newAngleY[i];
            oldAngleX[i] = newAngleX[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("開始\n");
    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);
    ///glutTimerFunc (2000, timer, 0);///兩秒後會呼叫此函式

    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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