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5月30日 星期五
week15
(可自動播放)
#include <GL/glut.h>
#include <stdio.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("my_file_for_animation","r");
a+=0.05;
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]);
}
}
}
void Timer(int t)
{
glutTimerFunc(50,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=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='s')
{
if(fout==NULL) fout=fopen("my_file_for_animation","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')
{
glutTimerFunc(0,Timer,0);
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
2014年5月23日 星期五
WEEK14
#include <Windows.h>
#incldue <mmsystem.h>
int main()
{
PlaySound("音樂檔名.wav",NULL,SND_SYNC);
}
---------------------------------------------------------------------------------------------------------
#include <stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angle0=0, angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0;
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 timer(int t)
{
glutTimerFunc(1000,timer,0);
if(fin==NULL)fin=fopen("XX.txt","r");
fscanf(fin,"%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
printf("%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
glutPostRedisplay();
}
FILE * fout=NULL,*fin=NULL;
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=='s') {
if(fout==NULL)fout=fopen("XX.txt","w+");
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
fprintf(fout,"%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
if(key=='r') {
if(fin==NULL)fin=fopen("XX.txt","r");
fscanf(fin,"%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
printf("%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
}
if(key=='p')
{
glutTimerFunc(1000,timer,0);
}
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("week14");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
2014年5月16日 星期五
WEEK13
#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[5];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[5];
char filename[5][100]={"imgBody.png", "imgHand.png", "imgLeg0.png", "imgLeg1.png","imgHand1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<5; 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!
glPushMatrix();//right Hand1
glTranslatef( 0, -0.25, 0);
glutSolidSphere(0.1,30,30);
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[5]);
myRect();
glPopMatrix();
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!
glPushMatrix();//right Hand1
glTranslatef( 0, -0.25, 0);
glutSolidSphere(0.1,30,30);
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[5]);
myRect();
glPopMatrix();
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(angleX, 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();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angleX, 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=='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();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
GLuint id[5];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[5];
char filename[5][100]={"imgBody.png", "imgHand.png", "imgLeg0.png", "imgLeg1.png","imgHand1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<5; 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!
glPushMatrix();//right Hand1
glTranslatef( 0, -0.25, 0);
glutSolidSphere(0.1,30,30);
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[5]);
myRect();
glPopMatrix();
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!
glPushMatrix();//right Hand1
glTranslatef( 0, -0.25, 0);
glutSolidSphere(0.1,30,30);
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[5]);
myRect();
glPopMatrix();
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(angleX, 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();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angleX, 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=='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();
}
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angle0=0, angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0;
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;
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();
}
2014年5月9日 星期五
Week12
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;
void myTexture()
{
GLuint id;
IplImage * img = cvLoadImage("imgbody.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);
}
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
}
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);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.3,0.6,0.6);
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();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myTexture();
// myLight();
glutMainLoop();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;
void myTexture()
{
GLuint id;
IplImage * img = cvLoadImage("imgbody.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);
}
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
}
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);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.3,0.6,0.6);
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();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myTexture();
// myLight();
glutMainLoop();
}
2014年5月2日 星期五
Week11
#include <GL/glut.h>
float angleX =0,angle2=0,angle3=0,angle4=0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3') angle2+=5;
if(key=='4') angle2-=5;
if(key=='5') angle3+=5;
if(key=='6') angle3-=5;
if(key=='7') angle4+=5;
if(key=='8') angle4-=5;
glutPostRedisplay();//請電腦重新畫一次畫面
}
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);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPushMatrix();//右肩
glTranslatef(0.4,0,0);
glutSolidSphere(0.25,30,30);
glPushMatrix();//右手臂
glRotatef(angle2,0,0,1);
glTranslatef(0.3,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左肩
glTranslatef(-0.4,0,0);
glutSolidSphere(0.25,30,30);
glPushMatrix();//左手臂
glRotatef(angle2,0,0,1);
glTranslatef(-0.3,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//頭
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();//左腳
glTranslatef(-0.12,-0.2,0);
glRotatef(angle3,1,0,0);
glTranslatef(0,-0.1,0);
glPushMatrix();
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();//左小腿
glTranslatef(0,-0.2,0);
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.1,0);
glPushMatrix();
glScalef(0.15,0.4,0.15);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();//右腳
glTranslatef(0.12,-0.2,0);
glRotatef(angle3,-1,0,0);
glTranslatef(0,-0.1,0);
glPushMatrix();
glScalef(0.2,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();//右小腿
glTranslatef(0,-0.2,0);
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.1,0);
glPushMatrix();
glScalef(0.15,0.4,0.15);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
2014年4月25日 星期五
Week10
#include<GL/glut.h>
#include<stdio.h>
#include<math.h>
float angleX=0,startX=0,angleY=0,startY=0;
float m[16]={1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
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;
startX=x;
angleY += y-startY;
startY=y;
glutPostRedisplay();
}
void light()
{
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 keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n",key, x, y);
if(key=='a')angleX+=3;
if(key=='b')angleX-=3;
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(0.5,0.5,1);
float dist= sqrt(angleX*angleX+ angleY*angleY);
glRotatef(dist, -angleY, -angleX, 0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("Week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
light();
glutMainLoop();
}
2014年4月11日 星期五
訂閱:
文章 (Atom)

















