顯示具有 01161026_王柏凱 標籤的文章。 顯示所有文章
顯示具有 01161026_王柏凱 標籤的文章。 顯示所有文章

2014年5月30日 星期五

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; //宣告顏色
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);
  glutMainLoop(); 
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);
glTranslatef(0,0.03,0.08);
glColor3f(0,0,0);
glutSolidSphere(0.04,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);
glColor3f(1,1,1);
glTranslatef(0,-0.01,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
glPopMatrix();
}


void myTexture()
{
 GLuint id;
 IplImage * img = cvLoadImage("body.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);
}

213123

#include <GL/glut.h>
float a = 0; //內插法比重 

// 利用陣列, 存許多角度
float angle[20] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};  
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; //比重一直增加,角度才會變化 
 for( int i=0; i<=20; i++){ //用for可以一次打20個
  angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
 }
}
void timer(int t)
{
 glutTimerFunc(100, 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();
}


2014年5月23日 星期五




#include<stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
//IplImage *img1, *img2, *img3, *img4;
//GLuint id1, id2, id3, id4;
IplImage * img[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
GLuint id[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
//float angle1=0, angle2=0, angle3=0, angle4=0;
float angle[10]={0,0,0,0,0,0,0,0,0,0};
int angleID=1;
int oldX,oldY;
void mouse(int botton, int state, int x, int y)
{
 oldX=x;
 oldY=y;
}
void motion(int x, int y)
{
 angle[angleID]+= x-oldX; oldX=x;
 glutPostRedisplay();
}

void myPrepareTexture(int i)//用參數來配, 找對應正確的變數
{//技巧3: 可以把重覆的東西, 用函式來簡化
    cvCvtColor(img[i], img[i], CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    glGenTextures(1, &id[i]);
    glBindTexture(GL_TEXTURE_2D, id[i]);
    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 myTexture()
{
    img[0]=cvLoadImage("imgbody.png");
    img[1]=cvLoadImage("imgHand1.png");
    img[2]=cvLoadImage("imgLeg1.png");
    for(int i=0;i<3;i++){//技巧2: 可以把重覆的東西, 用迴圈來簡化
        myPrepareTexture(i);
    }
}
void myPolygon(int num){//技巧3: 可以把重覆的東西, 用函式來簡化
    glPushMatrix();
        glScalef(0.3, 0.8, 0.8);
        glBindTexture(GL_TEXTURE_2D, id[num]);
        glBegin(GL_POLYGON);
            glTexCoord2f(0, 0);   glVertex3f( -0.5,  0.5, 0);
            glTexCoord2f(1, 0);   glVertex3f(  0.5,  0.5, 0);  
            glTexCoord2f(1, 1);   glVertex3f(  0.5, -0.5, 0);  
            glTexCoord2f(0, 1);   glVertex3f( -0.5, -0.5, 0);  
        glEnd();
    glPopMatrix();
}
void myBody(){
 glPushMatrix();
  glScalef(0.7, 0.7, 0.7);
  myPolygon(0);
 glPopMatrix();
}
void myLeg(){
 glPushMatrix();
  glScalef(0.5, 0.5, 0.5);
  myPolygon(1);
 glPopMatrix();
}
void myHand(){
 glPushMatrix();
  glScalef(0.5, 0.5, 0.5);
  myPolygon(2);
 glPopMatrix();
}
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        myBody();
     glPushMatrix();
         glTranslatef(0.1,0.1,0);//右手
         glRotatef(angle[1], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myHand();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//右手1
          glRotatef(angle[2], 0,0,1);
          glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myHand();
     glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(-0.1,0.1,0);//左手
         glRotatef(-angle[3], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myHand();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//左手1
          glRotatef(-angle[4], 0,0,1);
       glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myHand();
      glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(-0.1,-0.2,0);//左腿
         glRotatef(-angle[5], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myLeg();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//左腿1
          glRotatef(-angle[6], 0,0,1);
        glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
       myLeg();
      glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(0.1,-0.2,0);//右腿
         glRotatef(-angle[7], 0,0,-1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myLeg();
         glPushMatrix();
          glTranslatef(0,-0.2,0);//右腿1
          glRotatef(-angle[8], 0,0,-1);
       glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myLeg();
      glPopMatrix();
     glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
FILE *fout=NULL, *fin=NULL;
void timer(int t)
{
     glutTimerFunc(1000,timer,0);
      if(fin==NULL) fin = fopen("file.txt","r");
     fscanf(fin,"%f %f %f %f %f %f %f\n",&angle[0], &angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
 printf("%f %f %f %f %f %f %f\n",angle[0], angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
 glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
 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;
 if(key=='8') angleID=8;
 if(key=='s'){
 if(fout==NULL) fout = fopen("file.txt","w+");
 printf("%f %f %f %f %f %f %f\n",angle[0], angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
 fprintf(fout,"%f %f %f %f %f %f %f\n",angle[0], angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
 }
 if(key=='r'){
 if(fin==NULL) fin = fopen("file.txt","r");
 fscanf(fin,"%f %f %f %f %f %f %f\n",&angle[0], &angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
 printf("%f %f %f %f %f %f %f\n",angle[0], angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
if(key=='p'){
glutTimerFunc(1000,timer,0);
}
 glutPostRedisplay();
}

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 glutMouseFunc(mouse);
 glutMotionFunc(motion);
 myTexture();//不要忘了加哦!
 glutMainLoop();
}


2014年5月16日 星期五

8個關節可動


參數加入-lcv -lcxcore -lhighgui
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
//IplImage *img1, *img2, *img3, *img4;
//GLuint id1, id2, id3, id4;
IplImage * img[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
GLuint id[40];//技巧1: 可以把重覆的東西, 用陣列來簡化
//float angle1=0, angle2=0, angle3=0, angle4=0;
float angle[10]={0,0,0,0,0,0,0,0,0,0};
int angleID=1;
int oldX,oldY;
void mouse(int botton, int state, int x, int y)
{
 oldX=x;
 oldY=y;
}
void motion(int x, int y)
{
 angle[angleID]+= x-oldX; oldX=x;
 glutPostRedisplay();
}

void myPrepareTexture(int i)//用參數來配, 找對應正確的變數
{//技巧3: 可以把重覆的東西, 用函式來簡化
    cvCvtColor(img[i], img[i], CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    glGenTextures(1, &id[i]);
    glBindTexture(GL_TEXTURE_2D, id[i]);
    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 myTexture()
{
    img[0]=cvLoadImage("imgbody.png");
    img[1]=cvLoadImage("imgHand1.png");
    img[2]=cvLoadImage("imgLeg1.png");
    for(int i=0;i<3;i++){//技巧2: 可以把重覆的東西, 用迴圈來簡化
        myPrepareTexture(i);
    }
}
void myPolygon(int num){//技巧3: 可以把重覆的東西, 用函式來簡化
    glPushMatrix();
        glScalef(0.3, 0.8, 0.8);
        glBindTexture(GL_TEXTURE_2D, id[num]);
        glBegin(GL_POLYGON);
            glTexCoord2f(0, 0);   glVertex3f( -0.5,  0.5, 0);
            glTexCoord2f(1, 0);   glVertex3f(  0.5,  0.5, 0);  
            glTexCoord2f(1, 1);   glVertex3f(  0.5, -0.5, 0);  
            glTexCoord2f(0, 1);   glVertex3f( -0.5, -0.5, 0);  
        glEnd();
    glPopMatrix();
}
void myBody(){
 glPushMatrix();
  glScalef(0.7, 0.7, 0.7);
  myPolygon(0);
 glPopMatrix();
}
void myLeg(){
 glPushMatrix();
  glScalef(0.5, 0.5, 0.5);
  myPolygon(1);
 glPopMatrix();
}
void myHand(){
 glPushMatrix();
  glScalef(0.5, 0.5, 0.5);
  myPolygon(2);
 glPopMatrix();
}
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        myBody();
     glPushMatrix();
         glTranslatef(0.1,0.1,0);//右手
         glRotatef(angle[1], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myHand();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//右手1
          glRotatef(angle[2], 0,0,1);
          glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myHand();
     glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(-0.1,0.1,0);//左手
         glRotatef(-angle[3], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myHand();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//左手1
          glRotatef(-angle[4], 0,0,1);
       glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myHand();
      glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(-0.1,-0.2,0);//左腿
         glRotatef(-angle[5], 0,0,1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myLeg();
      glPushMatrix();
          glTranslatef(0,-0.2,0);//左腿1
          glRotatef(-angle[6], 0,0,1);
        glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
       myLeg();
      glPopMatrix();
     glPopMatrix();
     glPushMatrix();
         glTranslatef(0.1,-0.2,0);//右腿
         glRotatef(-angle[7], 0,0,-1);
      glutWireSphere(0.1,20,20);
         glTranslatef(0, -0.2, 0);
         myLeg();
         glPushMatrix();
          glTranslatef(0,-0.2,0);//右腿1
          glRotatef(-angle[8], 0,0,-1);
       glutWireSphere(0.1,20,20);
          glTranslatef(0, -0.2, 0);
          myLeg();
      glPopMatrix();
     glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 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;
 if(key=='8') angleID=8;
 glutPostRedisplay();

}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 glutMouseFunc(mouse);
 glutMotionFunc(motion);
 myTexture();//不要忘了加哦!
 glutMainLoop();
}


2014年5月2日 星期五

week11

第一種方法:
#include <GL/glut.h>
float angleX=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glRotatef(angleX ,0,1,0);
  glutWireTeapot(0.4);

  glTranslatef(0.5,0,0);
  glutSolidSphere(0.2,30,30);

  glTranslatef(-0.9,0,0);//依照上一個位置來繼續推
  glutSolidSphere(0.2,30,30);

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

  glTranslatef(0.3,-0.8,0);
  glutSolidSphere(0.2,30,30);

  glTranslatef(-0.6,0,0);
  glutSolidSphere(0.2,30,30);

 glPopMatrix();
 glutSwapBuffers();
}
void keyboard (unsigned char key , int x,int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 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);

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

手腳身體轉動
#include <GL/glut.h>
float angleX=0,angle1=0,angle3=0;
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(angle1 ,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(angle1 ,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(); 
}
void keyboard (unsigned char key , int x,int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 if(key=='1') angle1+=3;
 if(key=='2') angle1-=3; 
 if(key=='3') angle3+=5;
 if(key=='4') angle3-=5;
 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);

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


2014年4月25日 星期五

一般
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
void keyboard(unsigned char key , int x , int y)
{
     printf("%c %d %d\n",key,x,y);
     if(key=='a') angle+=3;
     if(key=='b') angle-=3;
     glutPostRedisplay();
 
     //glutSwapBuffers();
}
void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
     glPushMatrix();
        glRotatef(angle,0,1,0);
        glutSolidTeapot(0.3);
     glPopMatrix();
     glutSwapBuffers();
}
int main()
{
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
 
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
 
    glutMainLoop();
}
打光
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
void keyboard(unsigned char key , int x , int y)
{
     printf("%c %d %d\n",key,x,y);
     if(key=='a') angle+=3;
     if(key=='b') angle-=3;
     glutPostRedisplay();
    
     //glutSwapBuffers();
}
void myLight()
{
 const GLfloat light_position[] = {2.0f, 5.0f,0.0f,0.0f};
 glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
     glPushMatrix();
        glRotatef(angle,0,1,0);
        glutSolidTeapot(0.3);
     glPopMatrix();
     glutSwapBuffers();
}
int main()
{
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
   
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
   myLight();
    glutMainLoop();
}
用滑鼠轉動(x軸)
#include <GL/glut.h>
#include <stdio.h>
float angleX=0, startX=0;
void mouse(int button,int state , int x , int y)
{
     printf("%c %d %d\n",button,state,x,y);
     startX=x;
    glutPostRedisplay();
    //glutSwapBuffers();
}
void motion(int x,int y)
{
     printf("%d %d\n,x,y");
     angleX=x - startX;
     glutPostRedisplay();
     }
void myLight()
{
 const GLfloat light_position[] = {2.0f, 5.0f,0.0f,0.0f};
 glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
void display()
{
     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("week10");
 
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    myLight();
    glutMainLoop();
}



2014年3月28日 星期五

week06



#include <opencv/highgui.h>
#include <GL/glut.h>
#include <opencv/cv.h>
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main()
{
/*IplImage*img=cvLoadImage("earth.jpg");
cvNamedWindow("week06");
cvShowImage("week06",img);
cvWaitKey(0);*/
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("01160465");
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();
}

2014年3月7日 星期五

STAR