顯示具有 01160315_萬伃倫 標籤的文章。 顯示所有文章
顯示具有 01160315_萬伃倫 標籤的文章。 顯示所有文章

2014年6月6日 星期五

.

#include <GL/glut.h>
#include <math.h>

float angleX =0,angle2=0,angle3=0,angle4=0,angle5=0,angle6=0,angle7=0;
float eyeX=0.3,eyeY=0.2,eyeZ=0.4,objX=0,objY=0,objZ=0,upX=0,upY=1,upZ=0;
void timerRotateShow(int t);
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3')
{
if(angle2<=100)angle2+=5;
}
if(key=='4')
{
if(angle2>=-110)angle2-=5;
}
if(key=='5')
{
if(angle3<=100)angle3+=5;
}
if(key=='6')
{
if(angle3>=-110)angle3-=5;
}
if(key=='7')
{
if(angle4<=90)angle4+=5;
}
if(key=='8')
{
if(angle4>=-50)angle4-=5;
}
if(key=='q')
{
if(angle5<=90)angle5+=5;
}
if(key=='w')
{
if(angle5>=-50)angle5-=5;
}
if(key=='e')
{
if(angle6<=0)angle6+=5;
}
if(key=='r')
{
if(angle6>=-50)angle6-=5;
}
if(key=='t')
{
if(angle7<=0)angle7+=5;
}
if(key=='y')
{
if(angle7>=-50)angle7-=5;
}
if(key==' ')
{
eyeX-=0.02;
eyeY-=0.02;
}
else if(key=='o')
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2, -2,2, -10,10);
glMatrixMode(GL_MODELVIEW);//垂直正交投影
}
else if(key=='k')
{
glutTimerFunc(0,timerRotateShow,0);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
void timerRotateShow(int t)
{
glutTimerFunc(30,timerRotateShow,t+1);
eyeX=cos(t/100.0*3.1415);
eyeZ=sin(t/100.0*3.1415);
eyeY-=0.005;
glutPostRedisplay();
}

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();
gluLookAt( eyeX, eyeY, eyeZ, objX, objY, objZ, upX, upY, upZ);
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
 
glPushMatrix();//右手臂
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
    glPopMatrix();
glPopMatrix();
 
glPushMatrix();//左手臂
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle3,0,0,1);
glTranslatef(-0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
 
glPushMatrix();//右肩
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
 
glPopMatrix();
 
glPushMatrix();//左肩
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
 
glPushMatrix();//左大腿
glRotatef(angle4, 1,0,0);
glTranslatef(0.15,-0.4,0);
glScalef(0.2,0.5,0.2);
glutSolidCube(1);

glPushMatrix();//左小腿
glTranslatef(0,-0.1,0);
glRotatef(angle6, 1,0,0);
glTranslatef(0,-0.8,0);
glScalef(0.6,1,0.5);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
 
glPushMatrix();//右大腿
glRotatef(angle5, 1,0,0);
glTranslatef(-0.15,-0.4,0);
glScalef(0.2,0.5,0.2);
glutSolidCube(1);

glPushMatrix();//右小腿
glTranslatef(0,-0.1,0);
glRotatef(angle7, 1,0,0);
glTranslatef(0,-0.8,0);
glScalef(0.6,1,0.5);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
 
 
glPushMatrix();//頭
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();

 
glPopMatrix();
glutSwapBuffers();
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160315_robot");

glutDisplayFunc(display);
glutKeyboardFunc(keyboard);

myLight();
glutMainLoop();
}

2014年5月16日 星期五

.


#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;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"1.png", "2.png", "3.png", "4.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(angle0, 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(angle1, 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(-angle2, 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(-angle3, 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-angle4, 0,0,1);
            glTranslatef(0, 0.25, 0);
            glBindTexture(GL_TEXTURE_2D, id[2]);
            myRect();
            
            glPushMatrix();//left foot
                glTranslatef( 0, 0.25, 0);
                glRotatef(angle5, 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-angle6), 0,0,1);
            glTranslatef(0, 0.25, 0);
            glBindTexture(GL_TEXTURE_2D, id[2]);
            myRect();
            
            glPushMatrix();//left foot
                glTranslatef( 0, 0.25, 0);
                glRotatef(-angle7, 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') angle0+=5;
    if(key=='1') angle0-=5;
    if(key=='2') angle1+=5;
    if(key=='3') angle1-=5;
    if(key=='4') angle2+=5;
    if(key=='5') angle2-=5;
    if(key=='6') angle3+=5;
    if(key=='7') angle3-=5;
    if(key=='8') angle4+=5;
    if(key=='9') angle4-=5;
    if(key=='a') angle5+=5;
    if(key=='b') angle5-=5;
    if(key=='c') angle6+=5;
    if(key=='d') angle6-=5;
    if(key=='e') angle7+=5;
    if(key=='f') angle7-=5;
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)
{
    angle1 += x-oldX;  oldX=x;
    glutPostRedisplay();
}
int main()
{
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week13");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    myTexture();
    
    glutMainLoop();
}


2014年5月9日 星期五

.

#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();
glRotatef(angleX, 0,1,0);
glCoord
glutSolidTeapot(0.3);
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

.


#include <GL/glut.h>
float angleX =0,angle2=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;
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(0.2,30,30);
glPushMatrix();//右手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();

glPushMatrix();//左肩
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//左手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();

glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
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

.

#include<stdio.h>
float angleX=0;
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();
}

2014年3月28日 星期五

.


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);

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();
}