顯示具有 01160714_鍾佳軒 標籤的文章。 顯示所有文章
顯示具有 01160714_鍾佳軒 標籤的文章。 顯示所有文章

2014年5月30日 星期五

15週 角度內插


void keyboard(unsigned char key,int x,int y)
{
if(key=='r')
{
a+=0.1;
angle=angleOld*(1-a)+angleNew*a;
}
glutPostRedisplay();
}
#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 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(10,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();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
#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("this is my file for animation.txt","r");
a+=0.05;
for(int i=0;i<20;i++)
{
angleOld[i]=angleNew[i];
fscanf(fin,"%f",&angleNew[i]);
    }
}
void timer(int t)
{
glutTimerFunc(100,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("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')
{
glutTimerFunc(0,timer,0);
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}



2014年5月23日 星期五

播放音樂

#include "CMP3_MCI.h"
CMP3_MCI myMP3;
myMP3.Load("song.mp3");
myMP3.Play();   

2014年5月16日 星期五

13週課堂作業

#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();
}
#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", "imgHand0.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2日 星期五

第十一週課堂作業~~

#include <GL/glut.h>
float angleX =0;
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);
  glutSolidTeapot(0.3);
 glPopMatrix();
 glutSwapBuffers();
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myLight();
 glutMainLoop();
}
#include <GL/glut.h>

float angleX =0,angle2=0,angle3=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;
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);
  glutWireTeapot(0.3);

 glPushMatrix(); //右肩 
     glTranslatef(0.4,0,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();//右手 
         glRotatef(angle2 ,0,0,1);
         glTranslatef(0.3,0,0);
         glScalef(2,0.5,0.5);
         glutSolidCube(0.2); 
     glPopMatrix();  
 glPopMatrix(); 
  
 glPushMatrix(); //左肩 
     glTranslatef(-0.4,0,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();//左手 
         glRotatef(angle2 ,0,0,1);
         glTranslatef(-0.3,0,0);
         glScalef(2,0.5,0.5);
         glutSolidCube(0.2); 
     glPopMatrix();  
 glPopMatrix(); 

  glPushMatrix();//右腳 
  glTranslatef(0.2,-0.3,0);
  glRotatef(angle3,1,0,0);
  glTranslatef(0,-0.25,0);
  glPushMatrix();
  glScalef(0.2,0.5,0.2);
  glutSolidCube(1); 
 glPopMatrix(); 
  glPopMatrix();
  
  glPushMatrix();//左腳 
  glTranslatef(-0.2,-0.3,0);
  glRotatef(angle3,1,0,0);
  glTranslatef(0,-0.25,0);
  glPushMatrix();
  glScalef(0.2,0.5,0.2);
  glutSolidCube(1); 
 glPopMatrix(); 
  glPopMatrix();

 glPushMatrix();//頭 
  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

會轉動的茶壺


鍵盤動作:
void keyboard(unsigned char key,int x,int y)
{
    if(key=='a') angleX+=3;
    if(key=='b') angleX-=3;
    glutPostRedisplay();
}
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();
}



打光程式碼
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);
}

2014年4月11日 星期五

week08 多拉A夢會發光


打光的程式碼片段
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 };

  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);


2014年3月28日 星期五

第6週課堂作業


程式碼:
#include <opencv/highgui.h>

int main()
{
IplImage * img=cvLoadImage("earth.jpg");
cvNamedWindow("week06",0);
cvShowImage("week06",img);
cvWaitKey(0);
}
程式碼片段:
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); glutMainLoop();

2014年2月21日 星期五

作業~~我找到了


glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();