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

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