顯示具有 01160996_賴彥廷 標籤的文章。 顯示所有文章
顯示具有 01160996_賴彥廷 標籤的文章。 顯示所有文章

2014年6月6日 星期五

week16

//利用之前的作業機器人//

01、攝影機運鏡



01-2、旋轉鏡頭角度


01-3、垂直投影法





2014年5月30日 星期五

week15


#include <GL/glut.h>
float a = 0, angle = 0, angleOld = 0, 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;
  //內插公式
  angle = angleOld*(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();
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();
}








↓未試


#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();
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("this is my file for 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(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);
 glutMotionFunc(motion);
 glutMouseFunc(mouse);
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[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!
            glPushMatrix();
            glTranslatef(0, -0.25, 0);
            glRotatef(angleX, 0, 0, 1);
            glTranslatef(0, -0.25, 0);
            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();
            glTranslatef(0, -0.25, 0);
            glRotatef(-angleX, 0, 0, 1);
            glTranslatef(0, -0.25, 0);
            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(60, 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();//left foot
                glTranslatef( 0, 0.25, 0);
                glRotatef(-60, 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();
}



飛天小女警招牌POSE
#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

01160996_week12_hw12



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

void myTexture()
{
    GLuint id;
    IplImage * img = cvLoadImage("imgBody.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 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();
        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);
        glPopMatrix();
    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

01160996_week11_hw11




#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);
glutWireTeapot(0.3);
 
  //右手
  glPushMatrix();
  glTranslatef(0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glRotatef(angle2, 0, 0, 1);
glTranslatef(0.2, 0, 0);
glScalef(0.4, 0.2, 0.2);
  glutSolidCube(1);
  glPopMatrix();
 
  //頭
  glPushMatrix();
  glTranslatef(0, 0.5, 0);
  glutSolidSphere(0.3, 30, 30);
  glPopMatrix();
 
  //左手
  glPushMatrix();
  glTranslatef(-0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glRotatef(angle2, 0, 0, 1);
glTranslatef(-0.2, 0, 0);
glScalef(0.4, 0.2, 0.2);
  glutSolidCube(1);
  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

01160996 week10 hw10





//鍵盤
void keyboard(unsigned char key, int x, int y)
{
if(key == 'q')angleX+=3;
if(key == 'e')angleX-=3;
glutPostRedisplay();
}





//打光 
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);
}

//滑鼠操作 
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;
glutPostRedisplay();
}

2014年3月28日 星期五

01160996_week06_hw06


#include <opencv/highgui.h>

int main()
{
IplImage *img=cvLoadImage("earth.jpg");  //讀圖檔
cvNamedWindow("week06");       //設定視窗名稱
cvShowImage("week06", img);      //在視窗顯示圖片
cvWaitKey(0);
}

※圖檔跟程式放在同一資料夾。
※DevC++ >>> bin >>> opencv >> 將dll檔全部放到程式執行的資料夾。
※編譯器選項 >>> 在連結命令列中加入以下命令 >> 輸入 -lcv 、 -lcxcore、 -lhighgui



#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("01160996");
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_MIN_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();
}