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2014年6月13日 星期五

2014年6月6日 星期五

HW-16 打光



#include <GL/glut.h>

float angleX =0,angle2=0,anglet=0,angleh=0;
float eyeX=0.3,eyeY=0.2,eyeZ=0.4, objX=0,objY=0,objZ=0, upX=0,upY=1,upZ=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') anglet+=5;
  if(key=='6') anglet-=5;
  if(key=='7') angleh+=5;
  if(key=='8') angleh-=5;
  if(key==' '){
  eyeX-=0.02; eyeY-=0.02;
 }
  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();
   gluLookAt(eyeX,eyeY,eyeZ, objX,objY,objZ, upX,upY ,upZ);        
    glRotatef(angleX, 0,1,0);
    glColor3f(0,0,0);
    glutSolidCube(0.7);
 

    glPushMatrix();//right shoulder
    glTranslatef(0.5,0,0);
    glColor3f(0.5,0.5,0.5);
     glutSolidSphere(0.17,30,30);
     glPushMatrix();//right arm
      glRotatef(angle2,0,0,1);
      glTranslatef(0.2,0,0);
      glScalef(0.3,0.25,0.2);
      glutSolidCube(1);
     glPopMatrix();
    glPopMatrix();
 
    glPushMatrix();//left shoulder
     glTranslatef(-0.5,0,0);
     glutSolidSphere(0.17,30,30);
     glColor3f(0,0,0);
     glPushMatrix();//left arm
      glRotatef(angle2,0,0,1);
      glTranslatef(-0.2,0,0);
      glScalef(0.3,0.25,0.2);
      glutSolidCube(1);
     glPopMatrix();
    glPopMatrix();

    glPushMatrix();//head
     glTranslatef(0,0.4,0);
     glutSolidCube(0.2);
     glColor3f(0,0,0);
     glPushMatrix();
       glRotatef(angleh,0,1,0);
       glTranslatef(0,0.3,0);
       glutSolidSphere(0.18,20,10);
     glPopMatrix();
    glPopMatrix();

  glPushMatrix();//right leg
   glTranslatef(0.15,-0.4,0);
   glutSolidSphere(0.12,30,30);
   glColor3f(0,0,0);
   glPushMatrix();
    glRotatef(anglet,1,0,0);
    glTranslatef(0.018,-0.2,0);
    glScalef(1,2,1);
    glutSolidCube(0.15);
   glPopMatrix();
  glPopMatrix();

    glPushMatrix();//left leg
   glTranslatef(-0.15,-0.4,0);
   glutSolidSphere(0.12,30,30);
   glColor3f(0,0,0);
   glPushMatrix();
       glRotatef(-anglet,1,0,0);
       glTranslatef(-0.018,-0.2,0);
       glScalef(1,2,1);
       glutSolidCube(0.15);
      glPopMatrix();
  glPopMatrix();
  glPopMatrix();
  glutSwapBuffers();
}
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);
}
int main()
{
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
  glutCreateWindow("week11");

  glutDisplayFunc(display);
  glutKeyboardFunc(keyboard);

 myLight();
 glutMainLoop();
}

2014年5月30日 星期五

HW15-內插法的茶壺


#include <GL/glut.h>
float a=0;
float angle=0;
float angle01d=0;
float angleNew=90;
void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
                    glRotatef(angle,0,0,1);
                    glutSolidTeapot(0.3);
     glPopMatrix();
     glutSwapBuffers();
}
void keyboard(unsigned char key , int x, int y)
{
     if (key=='r')
     {
      a+=0.1;
      angle = angle01d * (1-a) + angleNew *a;          
     }  
     glutPostRedisplay();
}

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week15");
 glutKeyboardFunc(keyboard);
 glutDisplayFunc(display);
 glutMainLoop();  
}


----------------------------------------------------------------------------------------------------



#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();
           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; //內插公式
}
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 <stdio.h>
#include <GL/glut.h>
float a = 0; //內插法比重
//有很多個角度都要做內插法怎麼辦? 利用陣列, 就可以存很多個角度了
float angle[20] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //用來轉動的角度,由angleOld, angleNew計算出
float angleOld[20] = {0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //舊的角度,用來做內插法
float angleNew[20] = {90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //新的角度,用來做內插法
int angleID = 0;
FILE *fout = NULL, *fin = NULL;

void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glPushMatrix(); //1
      glRotatef(angle[0], 0,0,1);
      glutSolidTeapot(0.3);
     glPopMatrix();
     glPushMatrix(); //2
      glTranslatef(0.5, 0,0);
glRotatef(angle[1], 0,0,1);
glutSolidTeapot(0.3);
     glPopMatrix();
     glutSwapBuffers();
}
void readNext() //改變角度
{
if (fin == NULL) fin = fopen("this is my file for animation.txt", "r");
a += 0.1; //比重一直增加,角度才會變化
for( int i=0; i<=20; i++){ //全部打出來太遜了,  用for可以直接打20個,比葉問還厲害!
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) //計時器定時抓角度
{
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");

glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}

2014年5月23日 星期五

2014年5月9日 星期五

HW12-木頭人

#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0, angle1=0;

void myTexture()
{
GLuint id;
IplImage * img = cvLoadImage("Body.jpg");
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 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();
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0, 0);
glRotatef(angleX, 0,0,1);
glTranslatef(0, 0.25, 0);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPushMatrix();//right hand
glTranslatef( 0.1, 0, 0);
glRotatef(-angleX, 0,0,1);
glTranslatef(0, 0.25, 0);
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);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(angle1, 0,0,1);
glTranslatef(0, 0.15, 0);
myRect();
glPopMatrix(); 
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angleX), 0,0,1);
glTranslatef(0, 0.25, 0);
myRect();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle1, 0,0,1);
glTranslatef(0, 0.15, 0);
myRect();
glPopMatrix(); 
glPopMatrix();
glPopMatrix();


glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3') angle1+=5;
if(key=='4') angle1-=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2日 星期五

HW11-圓圈茶壺


#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);
 
     glTranslatef(0.5,0,0);
     glutSolidSphere(0.3,30,30);  
 
      glTranslatef(-1,0,0);
      glutSolidSphere(0.3,30,30);                      
 
      glTranslatef(0.5,0.5,0);
      glutSolidSphere(0.3,30,30);
      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();
    glPushMatrix();
     glRotatef(angleX, 0,1,0);
     glTranslatef(0,0.45,0);
     glutWireTeapot(0.3);
    glPopMatrix(); 
   
     glRotatef(angleX, 0,1,0);
    glPushMatrix();//右肩
     glTranslatef(0.5,0.45,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();
      glRotatef(angle2, 0,0,1); 
      glTranslatef(0.3,0,0);
      glScalef(0.3,0.2,0.2);
      glutSolidCube(1); 
     glPopMatrix();
    glPopMatrix();
    
    glPushMatrix();//左肩
     glTranslatef(-0.5,0.45,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();
      glRotatef(angle2, 0,0,1); 
      glTranslatef(-0.3,0,0);
      glScalef(0.3,0.2,0.2);
      glutSolidCube(1); 
     glPopMatrix();
    glPopMatrix();
    
    
    glPushMatrix();//頭
     glTranslatef(0,0.8,0);
     glutSolidSphere(0.2,30,30);
      
    glPopMatrix();
    
    glPushMatrix();//左腳
     glTranslatef(0.2,0,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();
      glRotatef(-angle3, 1,0,0); 
      glTranslatef(-0.4,-0.2,0);
      glScalef(0.2,0.3,0.2);
      glutSolidCube(1); 
     glPopMatrix();
    glPopMatrix();
    
    glPushMatrix();//右腳
     glTranslatef(-0.2,0,0);
     glutSolidSphere(0.2,30,30);
     glPushMatrix();
      glRotatef(angle3, 1,0,0); 
      glTranslatef(0.4,-0.2,0);
      glScalef(0.2,0.3,0.2);
      glutSolidCube(1); 
     glPopMatrix(); 
    glPopMatrix();
    
   

   glPopMatrix();
   glutSwapBuffers();
  }
  
  int main()
  {
   glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
   glutCreateWindow("week11");
   
   glutDisplayFunc(display);
   glutKeyboardFunc(keyboard);
   
   myLight();
   glutMainLoop();
  }