2021年6月21日 星期一

Week18期末作業(橘貓的跳舞熊熊)

 期末作業(橘貓的跳舞熊熊)

影片:https://youtu.be/R89tptMaQZw

程式碼:

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

#include "glm.h"

#include <stdio.h>

#include <windows.h>

FILE * fout = NULL;

FILE * fin = NULL;

float angle[20]={}, angleOld[20], angleNew[20];///先都設成0

int angleID=0;///現在要動的關節是誰?

void timer(int t){

    glutTimerFunc( 20, timer, t+1);

    if(t%25==0){

        for(int i=0; i<20; i++) angleOld[i] = angleNew[i];


        if( fin==NULL ) fin = fopen("angle.txt", "r");

        for(int i=0; i<20; i++) fscanf(fin, "%f", &angleNew[i]);

        printf("read angle.txt\n");

    }

    float alpha = (t%25)/25.0;///介於 0.0 舊 - 1.0 新 之間 (請代入 0, 0.5, 1 觀察)

    for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];

    glutPostRedisplay();///重畫畫面

}

void keyboard(unsigned char key, int x, int y){

    if(key=='0') angleID=0;//h1-1

    if(key=='1') angleID=1;//h1-2

    if(key=='2') angleID=2;//h2-1

    if(key=='3') angleID=3;//h2-2

    if(key=='4') angleID=4;//head

    if(key=='5') angleID=5;//body

    if(key=='6') angleID=6;//l1-1

    if(key=='7') angleID=7;//l1-2

    if(key=='8') angleID=8;//l2-1

    if(key=='9') angleID=9;//l2-2

    if(key=='p'){///Play播放

        glutTimerFunc(0, timer, 0);///一開始的第1個timer

        PlaySound("music.wav",NULL,SND_ASYNC);

    }

    if(key=='s'){///存檔

        if( fout==NULL ) fout = fopen("angle.txt", "w+");

        for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);

        fprintf(fout, "\n");

        printf("save angle.txt\n");

    }else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)

        if( fin==NULL ) fin = fopen("angle.txt", "r");

        for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);

        glutPostRedisplay();///重畫畫面

        printf("read angle.txt\n");

    }

}///如果關節很多, 可能要用迴圈來讓程式只要2行 for(int i=0; i<10; i++)

float oldX=0;

void mouse(int button, int state, int x, int y){

    oldX = x;

}

void motion( int x, int y ){

    angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..

    oldX = x;

    glutPostRedisplay();///重畫畫面

}

GLMmodel* pmodel = NULL;

GLMmodel* pmodel1 = NULL;

GLMmodel* pmodel2 = NULL;

GLMmodel* pmodel3= NULL;

GLMmodel* pmodel4= NULL;

GLMmodel* pmodel5= NULL;

GLuint id1, id2; ///增加2個 貼圖ID

int myTexture(char * filename)

{

    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖

    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)

    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能

    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID

    glGenTextures(1, &id); /// 產生Generate 貼圖ID

    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

void drawmodel()

{

    if (!pmodel) {

    if (!pmodel) exit(0);

    glmUnitize(pmodel);

    glmFacetNormals(pmodel);

    glmVertexNormals(pmodel, 90.0);

        }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

}

void drawmodel1()

{

    if (!pmodel1) {

    if (!pmodel1) exit(0);

    glmUnitize(pmodel1);

    glmFacetNormals(pmodel1);

    glmVertexNormals(pmodel1, 90.0);

    }

    glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);

}

void drawmodel2()

{

    if (!pmodel2) {

    if (!pmodel2) exit(0);

    glmUnitize(pmodel2);

    glmFacetNormals(pmodel2);

    glmVertexNormals(pmodel2, 90.0);

    }

    glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);

}

void drawmodel3()

{

    if (!pmodel3) {

    if (!pmodel3) exit(0);

    glmUnitize(pmodel3);

    glmFacetNormals(pmodel3);

    glmVertexNormals(pmodel3, 90.0);

    }

    glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);

}

void drawmodel4()

{

    if (!pmodel4) {

    if (!pmodel4) exit(0);

    glmUnitize(pmodel4);

    glmFacetNormals(pmodel4);

    glmVertexNormals(pmodel4, 90.0);

    }

    glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);

}

void drawmodel5()

{

    if (!pmodel5) {

    if (!pmodel5) exit(0);

    glmUnitize(pmodel5);

    glmFacetNormals(pmodel5);

    glmVertexNormals(pmodel5, 90.0);

    }

    glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);

}

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);

    glBegin(GL_POLYGON);

        glTexCoord2f( 0, 0 ); glVertex3f( -1, -1,0.8 );

        glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,0.8 );

        glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,0.8);

        glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,0.8);

    glEnd();


    glPushMatrix();

    glBindTexture(GL_TEXTURE_2D, id2);

    glTranslatef(0,0.5,0);

    glScalef(0.3,0.3,0.3);

    glRotatef(180+angle[4],0,1,0);

    glmDraw(pmodel,GLM_SMOOTH | GLM_TEXTURE);

    glPopMatrix();//head


    glPushMatrix();

    glTranslatef(0,-0.1,0);

    glScalef(0.13,0.13,0.13);

    glRotatef(180+angle[5],0,1,0);

    glTranslated(0,0,0);

    glmDraw(pmodel3,GLM_SMOOTH | GLM_TEXTURE);//body

    glPopMatrix();

     glPushMatrix();

        glPushMatrix();///左半邊

            glTranslatef(-0.1, 0, 0);///(3)再把轉動中的手臂,掛到肩

            glRotatef(angle[0], 0,0,1);///(2)再轉動它

            glTranslatef(-0.1,-0.1,0);///(1)移動旋轉中心,放正中心

            glScalef(0.1,0.1,0.1);

            glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPushMatrix();

                glTranslatef(-0.1,-3, 0);///(3)再把轉動中的手臂,掛到肩上

                glRotatef(angle[1], 0,0,1);///(2)再轉動它

                glTranslatef(0,-1, 0);///(1)移動旋轉中心,放正中心

                glScalef(1,1,1);///受到上面影響需大一倍

                glmDraw(pmodel2,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPopMatrix();

        glPopMatrix();

        glPushMatrix();///右半邊

            glTranslatef(0.1, 0, 0);///(3)再把轉動中的手臂,掛到肩

            glRotatef(angle[2], 0,0,1);///(2)再轉動它

            glTranslatef(0.1,-0.1,0);///(1)移動旋轉中心,放正中心

            glScalef(0.1,0.1,0.1);

            glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPushMatrix();

                glTranslatef(0.1,-3, 0);///(3)再把轉動中的手臂,掛到肩上

                glRotatef(angle[3], 0,0,1);///(2)再轉動它

                glTranslatef(0,-1, 0);///(1)移動旋轉中心,放正中心

                glScalef(1,1,1);///受到上面影響需大一倍

                glmDraw(pmodel2,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

        glPushMatrix();

        glColor3f( 1,1,0 );

        glPushMatrix();///左半邊

            glTranslatef(-0.05, -0.5, 0);///(3)再把轉動中的手臂,掛到肩

            glRotatef(angle[6], 0,0,1);///(2)再轉動它

            glTranslatef(-0.1,-0.1,0);///(1)移動旋轉中心,放正中心

            glScalef(0.1,0.1,0.1);

            glmDraw(pmodel4,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPushMatrix();

                glTranslatef(-0.1,-3, 0);///(3)再把轉動中的手臂,掛到肩上

                glRotatef(angle[7], 0,0,1);///(2)再轉動它

                glTranslatef(0,-1, 0);///(1)移動旋轉中心,放正中心

                glScalef(1,1,1);///受到上面影響需大一倍

                glmDraw(pmodel5,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPopMatrix();

        glPopMatrix();

        glPushMatrix();///右半邊

            glTranslatef(0.05, -0.5, 0);///(3)再把轉動中的手臂,掛到肩

            glRotatef(angle[8], 0,0,1);///(2)再轉動它

            glTranslatef(0.1,-0.1,0);///(1)移動旋轉中心,放正中心

            glScalef(0.1,0.1,0.1);

            glmDraw(pmodel4,GLM_SMOOTH | GLM_TEXTURE);//leg2///左手臂

            glPushMatrix();

                glTranslatef(0.1,-3, 0);///(3)再把轉動中的手臂,掛到肩上

                glRotatef(angle[9], 0,0,1);///(2)再轉動它

                glTranslatef(0,-1, 0);///(1)移動旋轉中心,放正中心

                glScalef(1,1,1);///受到上面影響需大一倍

                drawmodel2();//leg2///左手臂

                //glmDraw(pmodel5,GLM_SMOOTH | GLM_TEXTURE);//這裡貼圖會壞掉

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };

const GLfloat light_diffuse[]  = { 2.5f, 2.5f, 2.5f, 2.5f };

const GLfloat light_specular[] = { 5.0f, 5.0f, 5.0f, 5.0f };

const GLfloat light_position[] = { 1.0f, 5.0f, -5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

const GLfloat high_shininess[] = { 100.0f };

int main(int argc, char** argv)

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);


    glutCreateWindow("08160394");

    glutDisplayFunc(display);

    glutIdleFunc(display);


    id1 = myTexture("old.jpg");

    id2 = myTexture("bg.jpg");


    glDepthFunc(GL_LESS);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);


    pmodel=glmReadOBJ("head.obj");//讀模型

    pmodel5 = glmReadOBJ("hand.obj");

    pmodel4 = glmReadOBJ("hand.obj");

    pmodel3 = glmReadOBJ("body.obj");

    pmodel2 = glmReadOBJ("hand.obj");

    pmodel1 = glmReadOBJ("hand.obj");


    glEnable(GL_DEPTH_TEST);

    glEnable(GL_LIGHT0);//打光

    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);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);

    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);

    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);

    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);//打光

    glutMainLoop();

}

音樂剪自:獨角獸查理第四集

https://www.youtube.com/watch?v=Qt58qmkshB0





超級大複習 Week17

 電腦圖學

這周複習了這學期教的東西,方便大家把期末作品做出來,但是我忘記要上課了所以跟好朋朋們問了程式碼那些 !


#include <GL/glut.h>

FILE * fout = NULL;
FILE * fin = NULL;
float angle[20]={}, angleOld[20], angleNew[20];///先都設成0
#include <stdio.h>
int angleID=0;///現在要動的關節是誰?
void timer(int t){
    glutTimerFunc( 20, timer, t+1);
    if(t%25==0){
        for(int i=0; i<20; i++) angleOld[i] = angleNew[i];

        if( fin==NULL ) fin = fopen("angle.txt", "r");
        for(int i=0; i<20; i++) fscanf(fin, "%f", &angleNew[i]);
        printf("read angle.txt\n");
    }
    float alpha = (t%25)/25.0;///介於 0.0 舊 - 1.0 新 之間 (請代入 0, 0.5, 1 觀察)
    for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];
    glutPostRedisplay();///重畫畫面
}
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=='p'){///Play播放
        glutTimerFunc(0, timer, 0);///一開始的第1個timer
    }
    if(key=='s'){///存檔
        if( fout==NULL ) fout = fopen("angle.txt", "w+");
        for(int i=0; i<20; i++) fprintf(fout, "%.2f ", angle[i]);
        fprintf(fout, "\n");
        printf("save angle.txt\n");
    }else if(key=='r'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
        if( fin==NULL ) fin = fopen("angle.txt", "r");
        for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
        glutPostRedisplay();///重畫畫面
        printf("read angle.txt\n");
    }
}///如果關節很多, 可能要用迴圈來讓程式只要2行 for(int i=0; i<10; i++)
///可能也要用到英文字母
float oldX=0;
void mouse(int button, int state, int x, int y){
    oldX = x;
}
void motion( int x, int y ){
    angle[angleID] += x-oldX;///0: angle[0], 1: angle[1]..
    oldX = x;
    glutPostRedisplay();///重畫畫面
}
void display(){
    glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f( 1,1,0 );
        glutSolidTeapot( 0.3 );///身體先註解掉身體,只看手臂
        glPushMatrix();///左半邊
            glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
            glRotatef(angle[0], 0,0,1);///(2)再轉動它
            glTranslatef(-.3, .1, 0);///(1)移動旋轉中心,放正中心
            glutSolidTeapot(0.3);///左手臂
            glPushMatrix();
                glTranslatef(-.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
                glRotatef(angle[1], 0,0,1);///(2)再轉動它
                glTranslatef(-.3, 0, 0);///(1)移動旋轉中心,放正中心
                glutSolidTeapot(0.3);///左手肘
            glPopMatrix();
        glPopMatrix();
        glPushMatrix();///右半邊
            glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
            glRotatef(angle[2], 0,0,1);///(2)再轉動它
            glTranslatef(+.3, .1, 0);///(1)移動旋轉中心,放正中心
            glutSolidTeapot(0.3);///右手臂
            glPushMatrix();
                glTranslatef(+.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
                glRotatef(angle[3], 0,0,1);///(2)再轉動它
                glTranslatef(+.3, 0, 0);///(1)移動旋轉中心,放正中心
                glutSolidTeapot(0.3);///右手肘
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
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 };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main( int argc, char ** argv )
{
    glutInit( &argc, argv);
    glutInitWindowSize(300,300);
    glutInitWindowPosition(700,200);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week17 review");

    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    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);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

    glutMainLoop();
}

腳痛風 Week 16

 電腦圖學



先複製Week15的程式碼過來,然後加上新的angle

#include <stdio.h>
#include <GL/glut.h>
float angle[20]={},diff=2;///角度
///float angle[20]={};
int angleID=0;///現在有20個angle,利用angle[0],angle[1]...angle[andleID]
void timer(int t)
{
    ///    glutTimerFunc(30,timer,t+1);///設定下一個計時器
    ///    angle[angleID]+=diff;///改變角度
    ///    if(angle[angleID]>90) diff=-2;
    ///    if(angle[angleID]<0) diff=2;
    ///    glutPostRedisplay();

}
int oldX=0, oldY=0;
void mouse(int button, int state, int x, int y)
{///mouse按下去時,記下現在的位置
     oldX=x;
     oldY=y;
}
void motion(int x, int y)
{
    angle[angleID]  +=  x - oldX;
    oldX = x;
    glutPostRedisplay();
}
#include <stdio.h>
FILE * fout = NULL;
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("angle.txt", "w+" );
        for(int i=0; i<20; i++) printf("%.2f ",angle[i]);
        printf("\n");
        for(int i=0; i<20; i++) fprintf(fout,"%.2f ",angle[i]);
        fprintf(fout,"\n");
    }
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///身體
        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0],0,0,1);
            glTranslatef(-0.3,0,0);
            glutSolidTeapot(0.3);///左上臂
            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1],0,0,1);
                glTranslatef(-0.3,0,0);
                glutSolidTeapot(0.3);///左下臂
            glPopMatrix();
        glPopMatrix();
        glPushMatrix();
            glTranslatef(0.3,0,0);
            glRotatef(-angle[2],0,0,1);
            glTranslatef(0.3,0,0);
            glutSolidTeapot(0.3);///右上臂
            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(-angle[3],0,0,1);
                glTranslatef(0.3,0,0);
                glutSolidTeapot(0.3);///右下臂
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc,char** argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16 08160431");
    
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutTimerFunc(0,timer,0);
    glutMainLoop();
}

腳好麻 Week14

 

                                 電腦圖學

先把程式碼弄上來

void timer(int t)

{
    glClearColor(1,0,0,0);
    display();
}








int diff=2;
void timer(int t)///鬧鐘響了,timer叫了
{
    glutTimerFunc(30,timer,t+1);
    angle+=diff;
    if(angle>180) diff=-diff;
    if(angle<0) diff=-diff;
    display();
}






void drawArm1(){
    glPushMatrix();
        glScalef(1,0.5,0.5);
        glColor3f(1,0,0);glutSolidCube(0.3);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
     glColor3f(1,1,1);glutSolidCube(0.4);
     glPushMatrix();
        glTranslatef(-0.2,+0.2,0);
        glRotatef(angle,0,0,1);
        drawArm1();
    glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

腳麻掉 Week13

                                                              電腦圖學


先把要用的程式丟進來

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <GL/glut.h>
GLuint id1, id2; ///TODO:增加2個 貼圖ID
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);
    glutSolidTeapot(0.3);
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);
    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}
#include <opencv/cv.h>



2.安裝notepad++

drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
pmodel = glmReadOBJ("data/porsche.obj");
 glmReadOBJ("gundam.obj");\\\茶壺改鋼彈
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);改glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);




完整的程式碼:

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"//使用外掛
GLMmodel*pmodel=NULL;//glm模型指標
void
drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);
    drawmodel();
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);
    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}

3.星空背景   鋼彈模型為主題
主題: 模型會動
增加的程式碼:

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
void
drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
        glRotated(angle,0,1,0);
        drawmodel();//glutSolidTeapot(0.3);
    glPopMatrix();
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}
修正一下貼圖
增加程式碼:

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
void
drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
        glRotated(angle,0,1,0);
        drawmodel();//glutSolidTeapot(0.3);
    glPopMatrix();
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex3f( -1, -1 ,+0.8);
        glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,+0.8);
        glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,+0.8);
        glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,+0.8);
    glEnd();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}

week13

week13程式碼:

 #include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可

#include <opencv/cv.h>

#include <GL/glut.h>

#include "glm.h" ///使用外掛

GLMmodel * pmodel = NULL; ///glm模型的指標

GLMmodel * body = NULL;

GLMmodel * arm1 = NULL;

GLMmodel * arm2 = NULL;

///GLMmodel * hand1 = NULL;

///GLMmodel * hand2 = NULL;

void drawmodel(void)

{

    if (!pmodel) {

pmodel = glmReadOBJ("gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }


    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}


GLuint id1, id2; ///TODO:增加2個 貼圖ID

int myTexture(char * filename)

{

    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖

    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)

    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能

    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID

    glGenTextures(1, &id); /// 產生Generate 貼圖ID

    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

float angle=0;

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    glBindTexture(GL_TEXTURE_2D, id1);


    glPushMatrix();

        glTranslatef(0,-1,0);

        glRotatef(angle,0,1,0);

        ///drawmodel();

        glmDraw(body,GLM_SMOOTH | GLM_TEXTURE);

        glPushMatrix();

            glTranslatef(-0.35,+0.68+1,0);

            glRotatef(angle,0,0,1);

            glTranslatef(+0.35,-0.68-1,0);

            glmDraw(arm1,GLM_SMOOTH | GLM_TEXTURE);

        glPopMatrix();

    glPopMatrix();


    glBindTexture(GL_TEXTURE_2D, id2);

    glBegin(GL_POLYGON);

        glTexCoord2f( 0, 0 ); glVertex3f( -1, -1,0.8 );

        glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,0.8 );

        glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,0.8);

        glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,0.8);

    glEnd();

    glutSwapBuffers();

    angle+=0.1;

}

int main(int argc, char** argv)

{

    glutInit( &argc, argv );

    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow(" Week13 ");

    glutDisplayFunc(display);

    glutIdleFunc(display);


    id1 = myTexture("Diffuse.jpg");

    id2 = myTexture("bg.jpg");

    body = glmReadOBJ("body.obj");

    arm1 = glmReadOBJ("arm1.obj");

    arm2 = glmReadOBJ("arm2.obj"); ///因為會被調掉


    pmodel=glmReadOBJ("gundam.obj");///完整的大模型

    float dimensions[3];

    glmDimensions( pmodel,dimensions);

    glmScale(pmodel,2.0/dimensions[1]);

    glmScale(body,  2.0/dimensions[1]);

    glmScale(arm1,  2.0/dimensions[1]);

    glmScale(arm2,  2.0/dimensions[1]);



    glEnable(GL_DEPTH_TEST);

    glutMainLoop();

}

2021年6月20日 星期日

 Week 17

1.     复习颜色和打光及窗口位置与大小

#include <GL/glut.h>

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

    glutSwapBuffers();

}

 

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 };

 

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

const GLfloat high_shininess[] = { 100.0f };

 

int main(int argc,char ** argv)

{

    glutInit(&argc,argv);

    glutInitWindowSize(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);

 

    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);

 

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);

    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);

    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);

    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

 

    glutMainLoop();

}



2.T-R-T增加关节,并用mousemotion 函式让关节转动

#include <stdio.h>

#include <GL/glut.h>

float angle=90;

float oldX=0;

void mouse(int button,int state,int x,int y)

{

    oldX=x;

}

void motion(int x,int y)

{

    angle+= x-oldX;

    oldX=x;

    glutPostRedisplay();

}

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

        glPushMatrix();

            glTranslatef(-0.3,0,0);

            glRotatef(angle,0,0,1);

            glTranslatef(-0.3,0.1,0);

            glutSolidTeapot(0.3);

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

}

 

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 };

 

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

const GLfloat high_shininess[] = { 100.0f };

 

int main(int argc,char ** argv)

{

    glutInit(&argc,argv);

    glutInitWindowSize(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);

 

    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);

 

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);

    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);

    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);

    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

 

    glutMainLoop();

}



3.angle阵列和keyboard函式

#include <stdio.h>

#include <GL/glut.h>

float angle[20]={};

int angleID=0;

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;

}

 

float oldX=0;

void mouse(int button,int state,int x,int y)

{

    oldX=x;

}

void motion(int x,int y)

{

    angle[angleID] += x-oldX;

    oldX=x;

    glutPostRedisplay();

}

void display()

{

    glClearColor(1,0,0,0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glColor3f(1,1,0);

        glutSolidTeapot(0.3);

        glPushMatrix();

            glTranslatef(-0.3,0,0);

            glRotatef(angle[0],0,0,1);

            glTranslatef(-0.3,0.1,0);

            glutSolidTeapot(0.3);

            glPushMatrix();

                glTranslatef(-0.3,0,0);

                glRotatef(angle[1],0,0,1);

                glTranslatef(-0.3,0,0);

                glutSolidTeapot(0.3);

            glPopMatrix();

        glPopMatrix();

        glPushMatrix();

            glTranslatef(0.3,0,0);

            glRotatef(angle[2],0,0,1);

            glTranslatef(0.3,0.1,0);

            glutSolidTeapot(0.3);

            glPushMatrix();

                glTranslatef(0.3,0,0);

                glRotatef(angle[3],0,0,1);

                glTranslatef(0.3,0,0);

                glutSolidTeapot(0.3);

            glPopMatrix();

        glPopMatrix();

    glPopMatrix();

    glutSwapBuffers();

}

 

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 };

 

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

const GLfloat high_shininess[] = { 100.0f };

 

int main(int argc,char ** argv)

{

    glutInit(&argc,argv);

    glutInitWindowSize(500,500);

    glutInitWindowPosition(0,0);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week17");

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutKeyboardFunc(keyboard);

    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);

 

    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);

 

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);

    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);

    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);

    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

 

    glutMainLoop();

}



4.存档与读档

    if(key=='s'){

        if(fout==NULL) fout=fopen("angle.txt","w+");

        for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);

        fprintf(fout,"\n");

    }

    else if(key=='r'){

        if(fin==NULL) fin=fopen("angle.txt","r");

        for(int i=0;i<20;i++) fscanf(fin,"%f",&angle[i]);

        glutPostRedisplay();

}

5.alpha值算新旧比例

void timer(int t){

    glutTimerFunc(50,timer,t+1);

    if(t%10==0){

    for(int i=0;i<20;i++) angleOld[i]=angleNew[i];

    if(fin==NULL) fin=fopen("angle.txt","r");

    for(int i=0;i<20;i++) fscanf(fin,"%f",&angleNew[i]);

    }

    float alpha=(t%10)/10.0;

    for(int i=0;i<20;i++) angle[i]=alpha*angleNew[i]+(1-alpha)*angleOld[i];

    glutPostRedisplay();

}


Week18期末作業(橘貓的跳舞熊熊)

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