2014 電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2014年6月12日 星期四
2014年6月6日 星期五
運鏡
float eyeX=0.3,eyeY=0.2,eyeZ=0.4,objX=0,objY=0,objZ=0,upX=0,upY=1,upZ=0; //宣告
gluLookAt(eyeX,eyeY,eyeZ,objX,objY,objZ,upX,upY,upZ); //在display 裡面加
if(key==' '){//移動
eyeX-=0.2;
eyeY-=0.2;
}
if(key=='q'){
eyeX+=0.2;
eyeY+=0.2;
}
if(key==' '){
eyeX-=0.2;
eyeY-=0.2;
}
else if(key=='q'){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2,-2,2,-0.5,0.5);
glMatrixMode(GL_MODELVIEW);
}
2014年5月30日 星期五
內插
#include <GL/glut.h>
float a=0;
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle[1],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='r')
{
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
angle[1]=angleOld[1]*(1-a)+angleNew[0]*a;
angle[2]=angleOld[2]*(1-a)+angleNew[0]*a;
angle[3]=angleOld[3]*(1-a)+angleNew[0]*a;
angle[4]=angleOld[4]*(1-a)+angleNew[0]*a;
angle[5]=angleOld[5]*(1-a)+angleNew[0]*a;
angle[6]=angleOld[6]*(1-a)+angleNew[0]*a;
angle[7]=angleOld[7]*(1-a)+angleNew[0]*a;
angle[8]=angleOld[8]*(1-a)+angleNew[0]*a;
angle[9]=angleOld[9]*(1-a)+angleNew[0]*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
void readNext()
{
a+=0.1;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a)+angleNew[i]*a;
}
void timer(int t)
{
glutTimerFunc(100,timer,0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='r')
{
readNext();
}else if(key=='p')
{
glutTimerFunc(0,timer,0);
}
glutPostRedisplay();
}
#include <stdio.h>
#include <GL/glut.h>
float a=0;
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int angleID=0;
FILE *fout=NULL, *fin=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle[1],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
if(fin==NULL)fin=fopen("this is me file for animation.txt","r");
a+=0.01;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a)+angleNew[i]*a;
if(a>=1.0){
a=0.0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin,"%f",&angleNew[i]);
}
}
}
int delay=0,increase=0;
void timer(int t)
{
glutTimerFunc(10+delay+increase,timer,0);
readNext();
glutPostRedisplay();
}
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)
{
angle[angleID]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=0;
if(key=='2')angleID=0;
if(key=='3')angleID=0;
if(key=='s'){
if(fout==NULL)fout=fopen("this_is_my_file_for_animation.txt","w+");
for(int i=0;i<20;i++){
printf("%f",angle[i]);
fprintf(fout,"%f",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
if(key=='r')
{
readNext();
}else if(key=='p')
{
delay+=10;
}else if(key=='i')
{
increase-=10;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutDisplayFunc(display);
glutMainLoop();
}
2014年5月23日 星期五
哄哄哄
要改專案選項
#include <windows.h>
#include <mmsystem.h>
int main()
{
PlaySound("ccheer.wav",NULL,SND_SYNC);
}
2014年5月16日 星期五
滑鼠旋轉木頭人
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++){//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
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[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
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();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand 今天的技巧1: 大的手
glTranslatef(-0.1, 0.15, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix();// 今天的技巧2: 小的手
glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
glRotatef(angle[1], 0,0,1);//(2) R:
glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix();// 今天的技巧2: 小的手
glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
glRotatef(-angle[3], 0,0,1);//(2) R:
glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angle[4], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angle[6]), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;
glutPostRedisplay();//請電腦重新畫一次畫面
}
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)
{
angle[angleID] += x-oldX; oldX=x;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
如果要讓關節一次全部一起轉動
int allmove=0;
void keyboard(unsigned char key, int x, int y)
{
加入
if(key=='a') allmove=1;
if(key=='A') allmove=0;
}
void motion(int x, int y)
{
加入
if(allMove==1){
for(int i=0;i<8;i++){
angle[i] += x-oldX;
}
}
}
叮叮噹噹木頭人
WEEK 13 複習
專案選項>參數> 加入-lcv -lcxcore -lhighgui
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++){//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
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[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
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();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angleX, 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(30, 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angleX), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
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();
}
專案選項>參數> 加入-lcv -lcxcore -lhighgui
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++){//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
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[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
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();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angleX, 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(30, 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angleX), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
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();
}
2014年5月9日 星期五
bodybody
void myTexture()
{
GLuint id;
IplImage * img = cvLoadImage("body.png");
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);
}
{
GLuint id;
IplImage * img = cvLoadImage("body.png");
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);
}
2014年5月2日 星期五
茶壺轉轉轉
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(-0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(-0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glTranslatef(0,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
2014年4月25日 星期五
轉轉轉
void keyboard(unsigned char key,int x,int y)
{
if(key=='a')angleX+=5;
if(key=='b')angleX-=5;
glutPostRedisplay();
}
//鍵盤事件
float angleX=0;
void keyboard(unsigned char key,int x,int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a')angleX+=5;
if(key=='b')angleX-=5;
glutPostRedisplay();
}
//鍵盤事件與滑鼠的座標
void myLight()
{
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);
}
//打光
void mouse(int button,int state,int x,int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
}
void motion(int x,int y)
{
printf("%d %d\n",x,y);
angleX=x-startX;
glutPostRedisplay();
}
//滑鼠事件
float angleY=0,startY=0;
在 mouse 的函式裡面加入startY=y;
在 motion的還是裡面加入 angleY-y-startY;
//讓Y軸旋轉
float dist=sqrt(angleX*angleX + angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
//任意軸旋轉
2014年4月11日 星期五
多拉A夢亮晶晶
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; //宣告顏色
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 };
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);
glutMainLoop();
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);
glTranslatef(0,0.03,0.08);
glColor3f(0,0,0);
glutSolidSphere(0.04,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);
glColor3f(1,1,1);
glTranslatef(0,-0.01,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
glPopMatrix();
}
2014年3月28日 星期五
01160032 魏旻柔
int main()
{
IplImage *img=cvLoadImage("earth.jpg");
cvNamedWindow("week06", 1);
cvShowImage("week06",img);
cvWaitKey(0);
}
GLuint id;
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);
#include<GL/glut.h>
#include<opencv/highgui.h>
#include<opencv/cv.h>
GLUquadric *quad=NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glRotatef(90,1,0,0);
gluQuadricTexture(quad,true);
gluSphere(quad,1,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle+=1;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week06");
glutDisplayFunc(display);
glutIdleFunc(idle);
glEnable(GL_TEXTURE_2D);
IplImage *img=cvLoadImage("earth.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
GLuint id;
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);
quad=gluNewQuadric();
glutMainLoop();
}
2014年3月21日 星期五
2014年3月14日 星期五
2014年3月7日 星期五
2014年2月21日 星期五
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