2024年6月14日 星期五

week14 不小心用兩個標籤現在要合併之圖學

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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