本周進行期末總複習
在display中的第一行程式碼可以設定背景的顏色,清顏色可以幫助我們進行debug,然後用glclear中的程式碼可以把茶壺上色。
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200)
這兩行程式碼可以幫助我們設定視窗的大小和位置
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 };
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);
這兩段程式碼可以進行打光
程式碼:
#include <GL/glut.h>
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
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(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
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();
}
利用mouse、motion這兩行程式碼可以用滑鼠來控制轉動,在這之前要先宣告oldx的變數來記錄舊的角度
T-R-T的設定都是設定在display當中,記得每一個t-r-t都要備份起來,並且外面還要用一個大的備份起來
如果要保存讀取紀錄的話就要先在外面宣告#include <stdio.h>標準輸出輸入,並且準備好兩個空的指標,就可以做詳細的設定,而在這之前,我們要先做好新舊角度的設定
float angle[20]={}, angleOld[20], angleNew[20];///先都設成0
FILE * fout = NULL;
FILE * fin = NULL;
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");
}
我們要讀取的是各個關節的轉動,所以我們要能夠切換個關節,具體的方法便是用數字鍵來控制,所以我們要加鍵盤控制的函式,並把剛剛提到的存讀檔也利用鍵盤來操作
程式碼:
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
最後,我們想透過只按一個按鍵就可以自動進行讀取,讓畫面的關節看起來像在跳舞一樣,
我們就是利用內插和計時器的方法來做
計時器:
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
}
播放:
if(key=='p'){///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
全程式碼:
#include <GL/glut.h>
#include <stdio.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;
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();
}
#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>
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);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
id2 = myTexture("background.png");
glEnable(GL_DEPTH_TEST);///3D的深度測試功能要開起來,3D才會正確
glutMainLoop();
}



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