1準備工作
1. 安裝 OpenCV
- 安裝過程中勾選
Add PATH (第二個選項)。 - 將 OpenCV 安裝在預設目錄。
Add PATH (第二個選項)。2. 設定 CodeBlocks
- 打開 CodeBlocks,進入
Settings -> Compiler。 - 重啟 CodeBlocks。
- 在
View -> Start Page 找到原本的檔案。 - 在
Settings -> Compiler -> Search directories 添加以下目錄:Compiler: C:\OpenCV2.1\includeLinker: C:\OpenCV2.1\lib
- 在
Linker settings 中添加以下項目:cv210cxcore210highgui210
Settings -> Compiler。View -> Start Page 找到原本的檔案。Settings -> Compiler -> Search directories 添加以下目錄:Compiler:C:\OpenCV2.1\includeLinker:C:\OpenCV2.1\lib
Linker settings 中添加以下項目:cv210cxcore210highgui210
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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