今天是期末總複習
1.做出有顏色的茶壺程式碼:#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(300,300); glutInitWindowPosition(700,200); glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("08160324");
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.茶壺手臂程式碼:#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();///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(); glTranslatef(-.3, 0, 0);///再把轉動中的手臂,掛到肩上 glRotatef(angle, 0,0,1);///再轉動它 glTranslatef(-.3, .1, 0);///移動旋轉中心,放正中心 glutSolidTeapot(0.3);///左手臂 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("08160324");
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.keyboard
程式碼:#include <GL/glut.h>
float angle[20]={};///先都設成0int 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;}///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();}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);///再把轉動中的手臂,掛到肩上 glRotatef(angle[0], 0,0,1);///再轉動它 glTranslatef(-.3, .1, 0);///移動旋轉中心,放正中心 glutSolidTeapot(0.3);///左手臂 glPushMatrix(); glTranslatef(-.3, 0, 0);///再把轉動中的手臂掛肩上 glRotatef(angle[1], 0,0,1);///再轉動它 glTranslatef(-.3, 0, 0);///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);///再把轉動中的手臂,掛到肩上 glRotatef(angle[2], 0,0,1);///再轉動它 glTranslatef(+.3, .1, 0);///移動旋轉中心,放正中心 glutSolidTeapot(0.3);///右手臂 glPushMatrix(); glTranslatef(+.3, 0, 0);///再把轉動中的手臂掛肩上 glRotatef(angle[3], 0,0,1);///再轉動它 glTranslatef(+.3, 0, 0);///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("08160324");
glutKeyboardFunc(keyboard);///要有這行, 註冊 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();}4.讀檔、存檔
程式碼:#include <GL/glut.h>#include <stdio.h>FILE * fout = NULL;FILE * fin = NULL;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; 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(); printf("read angle.txt\n"); }}
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(-.3, 0, 0); glRotatef(angle[0], 0,0,1); glTranslatef(-.3, .1, 0); glutSolidTeapot(0.3); glPushMatrix(); glTranslatef(-.3, 0, 0); glRotatef(angle[1], 0,0,1); glTranslatef(-.3, 0, 0); glutSolidTeapot(0.3); glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(+.3, 0, 0); glRotatef(angle[2], 0,0,1); glTranslatef(+.3, .1, 0); glutSolidTeapot(0.3); glPushMatrix(); glTranslatef(+.3, 0, 0); glRotatef(angle[3], 0,0,1); glTranslatef(+.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(300,300); glutInitWindowPosition(700,200); glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("08160324");
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();}5.會動
程式碼:#include <GL/glut.h>#include <stdio.h>FILE * fout = NULL;FILE * fin = NULL;float angle[20]={}, angleOld[20], angleNew[20];int angleID=0;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; for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i]; 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=='4') angleID=4; if(key=='5') angleID=5; if(key=='6') angleID=6; if(key=='p'){///Play播放 glutTimerFunc(0, timer, 0); } 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'){ if( fin==NULL ) fin = fopen("angle.txt", "r"); for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]); glutPostRedisplay(); printf("read angle.txt\n"); }}
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(-.3, 0, 0); glRotatef(angle[0], 0,0,1); glTranslatef(-.3, .1, 0); glutSolidTeapot(0.3); glPushMatrix(); glTranslatef(-.3, 0, 0); glRotatef(angle[1], 0,0,1); glTranslatef(-.3, 0, 0); glutSolidTeapot(0.3); glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(+.3, 0, 0); glRotatef(angle[2], 0,0,1); glTranslatef(+.3, .1, 0); glutSolidTeapot(0.3); glPushMatrix(); glTranslatef(+.3, 0, 0); glRotatef(angle[3], 0,0,1); glTranslatef(+.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(300,300); glutInitWindowPosition(700,200); glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("08160324");
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();}6.貼圖
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>GLuint id1, id2; ///增加2個 貼圖IDint 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.jpg"); glEnable(GL_DEPTH_TEST);///3D的深度測試功能要開起來,3D才會正確 glutMainLoop();}
#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(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160324");
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.茶壺手臂
程式碼:
#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();///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();
glTranslatef(-.3, 0, 0);///再把轉動中的手臂,掛到肩上
glRotatef(angle, 0,0,1);///再轉動它
glTranslatef(-.3, .1, 0);///移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
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("08160324");
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.keyboard
程式碼:
#include <GL/glut.h>
float angle[20]={};///先都設成0
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;
}
///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();
}
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);///再把轉動中的手臂,掛到肩上
glRotatef(angle[0], 0,0,1);///再轉動它
glTranslatef(-.3, .1, 0);///移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);///再把轉動中的手臂掛肩上
glRotatef(angle[1], 0,0,1);///再轉動它
glTranslatef(-.3, 0, 0);///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);///再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);///再轉動它
glTranslatef(+.3, .1, 0);///移動旋轉中心,放正中心
glutSolidTeapot(0.3);///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);///再把轉動中的手臂掛肩上
glRotatef(angle[3], 0,0,1);///再轉動它
glTranslatef(+.3, 0, 0);///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("08160324");
glutKeyboardFunc(keyboard);///要有這行, 註冊 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();
}
4.讀檔、存檔
程式碼:
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
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;
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();
printf("read angle.txt\n");
}
}
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(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.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(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160324");
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();
}
5.會動
程式碼:
#include <GL/glut.h>
#include <stdio.h>
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20]={}, angleOld[20], angleNew[20];
int angleID=0;
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;
for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];
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=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='p'){///Play播放
glutTimerFunc(0, timer, 0);
}
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'){
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();
printf("read angle.txt\n");
}
}
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(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.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(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160324");
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();
}
6.貼圖
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>
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 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.jpg");
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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