顯示具有 01160901_黃育葶 標籤的文章。 顯示所有文章
顯示具有 01160901_黃育葶 標籤的文章。 顯示所有文章

2014年5月30日 星期五

轉八轉八轉




#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();
glTranslatef(angle[3], angle[4], angle[5]);
glPushMatrix();
glColor3f(1,1,0);
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();
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(50, 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 <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();
glTranslatef(angle[3], angle[4], angle[5]);
glPushMatrix();
glColor3f(1,1,0);
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();
glPopMatrix();
glutSwapBuffers();
}

void readNext()
{
if(fin==NULL) fin=fopen("animation.txt","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'){
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16日 星期五

巴拉巴哩波


前言 : -lcv -lcxcore -lhighgui 在專案選項記得加
dll 檔案記得丟到資料夾 imgBody 更要記得痾呵呵呵呵呵



#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

咖咖咖



#include <GL/glut.h>


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);
}

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 display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);

//right
glPushMatrix();
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
//右臂
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.45,0,0);
glutSolidSphere(0.15,30,30);
glPopMatrix();
glPopMatrix();
//left
glPushMatrix();
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
//左臂
glPushMatrix();
glRotatef(angle2,0,0,-1);
glTranslatef(-0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle2,0,0,-1);
glTranslatef(-0.45,0,0);
glutSolidSphere(0.15,30,30);
glPopMatrix();
glPopMatrix();
//up
glPushMatrix();
glTranslatef(0,0.5,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
//右咖!!!!
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,1);
glTranslatef(0.15,-0.35,0);
glScalef(0.15,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,1);
glTranslatef(0.15,-0.5,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,1);
glTranslatef(0.15,-0.7,0);
glScalef(0.15,0.3,0.2);
glutSolidCube(1);
glPopMatrix();
//左咖
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,-1);
glTranslatef(-0.15,-0.35,0);
glScalef(0.15,0.4,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,-1);
glTranslatef(-0.15,-0.5,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
glPushMatrix();
glRotatef(angle3,1,0,0);
glRotatef(angle2,0,0,-1);
glTranslatef(-0.15,-0.7,0);
glScalef(0.15,0.3,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}

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

 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);

 myLight();
 glutMainLoop();
}

Cubeeeee

#include <GL/glut.h>


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);
}

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 display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);

//right
glPushMatrix();
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
//右臂
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.45,0,0);
glutSolidSphere(0.15,30,30);
glPopMatrix();
glPopMatrix();
//left
glPushMatrix();
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
//左臂
glPushMatrix();
glRotatef(angle2,0,0,-1);
glTranslatef(-0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glRotatef(angle2,0,0,-1);
glTranslatef(-0.45,0,0);
glutSolidSphere(0.15,30,30);
glPopMatrix();
glPopMatrix();
//up
glPushMatrix();
glTranslatef(0,0.5,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
/*ugly
glPushMatrix();
glTranslatef(0.5,-0.5,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
*/
glPopMatrix();
glutSwapBuffers();
}

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

 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);

 myLight();
 glutMainLoop();
}

轉吧轉吧

#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();
}

2014年3月28日 星期五

week06-2


#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>

void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160901");
glutDisplayFunc(display);

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);

glutMainLoop();
}

week06