2014年5月9日 星期五

木偶人茶壺

#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;

void myTexture()   //貼圖
{
 GLuint id;
 IplImage * img = cvLoadImage("woodman.jpg");
 cvCvtColor(img, img, CV_BGR2RGB);
 glEnable(GL_TEXTURE_2D);
 glGenTextures(1, &id);
 glBindTexture(GL_TEXTURE_2D, id);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
}
void keyboard(unsigned char key, int x, int y)   //鍵盤控制
{
 if(key=='1') angleX+=5;
 if(key=='2') angleX-=5;
 glutPostRedisplay();//請電腦重新畫一次畫面
}

void myLight()    //打光
{
 const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
 glEnable(GL_LIGHT0);
 glEnable(GL_NORMALIZE);
 glEnable(GL_COLOR_MATERIAL);
 glEnable(GL_LIGHTING);
 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}

void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutSolidTeapot(0.3);
 glPopMatrix();
 glutSwapBuffers();
}

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week11");

 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);

 myTexture();
 myLight();
 glutMainLoop();
}
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;

void myTexture()
{
 GLuint id;
 IplImage * img = cvLoadImage("body.jpg");
 cvCvtColor(img, img, CV_BGR2RGB);
 glEnable(GL_TEXTURE_2D);
 glGenTextures(1, &id);
 glBindTexture(GL_TEXTURE_2D, id);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
}
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glPushMatrix();//body
   glScalef(0.2, 0.5, 0.5);
   glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
   glEnd();
  glPopMatrix();
  glPushMatrix();//left hand
   glTranslatef(-0.1, 0, 0);
   glRotatef(angleX, 0,0,1);
   glTranslatef(0, 0.25, 0);
   glScalef(0.2, 0.5, 0.5);
   glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
   glEnd();
  glPopMatrix();
  glPushMatrix();//right hand
   glTranslatef( 0.1, 0, 0);
   glRotatef(-angleX, 0,0,1);
   glTranslatef(0, 0.25, 0);
   glScalef(0.2, 0.5, 0.5);
   glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
   glEnd();
  glPopMatrix();
  glPushMatrix();//left leg
   glTranslatef( -0.05, -0.25, 0);
   glRotatef(180-angleX, 0,0,1);
   glTranslatef(0, 0.25, 0);
   glScalef(0.2, 0.5, 0.5);
   glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
   glEnd();
  glPopMatrix();
  glPushMatrix();//right leg
   glTranslatef( 0.05, -0.25, 0);
   glRotatef(-(180-angleX), 0,0,1);
   glTranslatef(0, 0.25, 0);
   glScalef(0.2, 0.5, 0.5);
   glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
   glEnd();
  glPopMatrix();
 glPopMatrix();
 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='1') angleX+=5;
 if(key=='2') angleX-=5;
 glutPostRedisplay();//請電腦重新畫一次畫面
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myTexture();

 glutMainLoop();
}


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