本週主題:
(1) 主題:擺動作
(2) 檔案讀寫
(3) 動作內插
(4) 聲音、音樂
2. OpenCV+GLUT程式1:手臂的關節分割,並透過鍵盤和滑鼠控制轉動
使用keyboard()挑選旋轉關節,使用motion()與mouse()控制轉動角度,並延續上一次狀態轉動
#include <GL/glut.h>
#include "glm.h"
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
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;
}
///GLMmodel* pmodel = NULL;
///GLMmodel* left_hand = NULL;
///GLMmodel* right_hand = NULL;
GLMmodel* upperA = NULL;
GLMmodel* lowerA = NULL;
void drawUpperA(void){
if (!upperA){
upperA = glmReadOBJ("data/upperA.obj");
if (!upperA) exit(0);
glmUnitize(upperA);
glmFacetNormals(upperA);
glmVertexNormals(upperA, 90.0);
}
glmDraw(upperA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLowerA(void){
if (!lowerA){
lowerA = glmReadOBJ("data/lowerA.obj");
if (!lowerA) exit(0);
glmUnitize(lowerA);
glmFacetNormals(lowerA);
glmVertexNormals(lowerA, 90.0);
}
glmDraw(lowerA, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
glPushMatrix();
glColor3f(0.2,0.8,0.8);
glutSolidCube(0.6);
glPopMatrix();
}
///float angle=0,da=1;
float angle[20]={};
int angleID = 0;
int oldX = 0,oldY = 0;
void motion(int x,int y){
angle[angleID] += y-oldY;
oldX = x;
oldY = y;
glutPostRedisplay();
}
void mouse(int button, int state, int x,int y){
oldX = x;
oldY = y;
}
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;
}
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D); ///先將貼圖功能關閉再繪製身體,以免顏色被貼圖影響
///myBody();
///glutSolidSphere(0.1,30,30); ///這是定位點
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1); ///將顏色設為白色
glPushMatrix();
///glTranslatef(...);
glRotatef(angle[0],0,0,1);
glTranslatef(0 ,-0.07,0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02,-0.09,0);
glRotatef(angle[1],1,0,0);
glTranslatef(0,-0.21,0);
drawLowerA();
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);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13-1");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
myTexture("data/Diffuse.jpg");
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 "glm.h"
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
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;
}
///GLMmodel* pmodel = NULL;
///GLMmodel* left_hand = NULL;
///GLMmodel* right_hand = NULL;
GLMmodel* upperA = NULL;
GLMmodel* lowerA = NULL;
void drawUpperA(void){
if (!upperA){
upperA = glmReadOBJ("data/upperA.obj");
if (!upperA) exit(0);
glmUnitize(upperA);
glmFacetNormals(upperA);
glmVertexNormals(upperA, 90.0);
}
glmDraw(upperA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLowerA(void){
if (!lowerA){
lowerA = glmReadOBJ("data/lowerA.obj");
if (!lowerA) exit(0);
glmUnitize(lowerA);
glmFacetNormals(lowerA);
glmVertexNormals(lowerA, 90.0);
}
glmDraw(lowerA, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
glPushMatrix();
glColor3f(0.2,0.8,0.8);
glutSolidCube(0.6);
glPopMatrix();
}
///float angle=0,da=1;
float angle[20]={};
int angleID = 0;
int oldX = 0,oldY = 0;
void motion(int x,int y){
angle[angleID] += y-oldY;
oldX = x;
oldY = y;
glutPostRedisplay();
}
void mouse(int button, int state, int x,int y){
oldX = x;
oldY = y;
}
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;
}
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D); ///先將貼圖功能關閉再繪製身體,以免顏色被貼圖影響
///myBody();
///glutSolidSphere(0.1,30,30); ///這是定位點
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1); ///將顏色設為白色
glPushMatrix();
///glTranslatef(...);
glRotatef(angle[0],0,0,1);
glTranslatef(0 ,-0.07,0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02,-0.09,0);
glRotatef(angle[1],1,0,0);
glTranslatef(0,-0.21,0);
drawLowerA();
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);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13-1");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
myTexture("data/Diffuse.jpg");
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. OpenCV+GLUT程式2:執行程式時,會產生角度值
使用FILE相關函數,將模型轉動時的相關角度數值紀錄至文字檔中,並在鍵入"r"鍵後可以重現
#include <GL/glut.h>
#include "glm.h"
#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 <stdio.h>
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;
}
///GLMmodel* pmodel = NULL;
///GLMmodel* left_hand = NULL;
///GLMmodel* right_hand = NULL;
GLMmodel* upperA = NULL;
GLMmodel* lowerA = NULL;
GLMmodel* body = NULL;
void drawBody(void){
if(!body){
body = glmReadOBJ("data/body.obj");
if(!body)exit(0);
glmUnitize(body);
glmFacetNormals(body);
glmVertexNormals(body,90.0);
}
glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpperA(void){
if (!upperA){
upperA = glmReadOBJ("data/upperA.obj");
if (!upperA) exit(0);
glmUnitize(upperA);
glmFacetNormals(upperA);
glmVertexNormals(upperA, 90.0);
}
glmDraw(upperA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLowerA(void){
if (!lowerA){
lowerA = glmReadOBJ("data/lowerA.obj");
if (!lowerA) exit(0);
glmUnitize(lowerA);
glmFacetNormals(lowerA);
glmVertexNormals(lowerA, 90.0);
}
glmDraw(lowerA, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
glPushMatrix();
glColor3f(0.2,0.8,0.8);
glutSolidCube(0.6);
glPopMatrix();
}
///float angle=0,da=1;
float angle[20]={};
int angleID = 0;
int oldX = 0,oldY = 0;
FILE * fin = NULL;
FILE * fout = NULL;
void motion(int x,int y){
angle[angleID] += y-oldY;
oldX = x;
oldY = y;
glutPostRedisplay();
if(fout==NULL) fout = fopen("angle.txt","w+");
for(int i=0;i<20;i++){
printf("%.1f ",angle[i]);
fprintf(fout,"%.1f ",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void mouse(int button, int state, int x,int y){
oldX = x;
oldY = y;
}
void keyboard(unsigned char key,int x,int y){
if(key == 'r'){
if(fin==NULL) fin = fopen("angle.txt","r");
for(int i=0;i<20;i++) fscanf(fin,"%f",& angle[i]);
glutPostRedisplay();
}
if(key == '0') angleID = 0;
if(key == '1') angleID = 1;
if(key == '2') angleID = 2;
if(key == '3') angleID = 3;
}
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D); ///先將貼圖功能關閉再繪製身體,以免顏色被貼圖影響
glPushMatrix();
glRotatef(180,0,1,0);
drawBody();
glPopMatrix();
///glutSolidSphere(0.1,30,30); ///這是定位點
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1); ///將顏色設為白色
glPushMatrix();
glTranslatef(-0.1,0,0);
glRotatef(angle[0],0,0,1);
glRotatef(angle[1],1,0,0);
glTranslatef(0 ,-0.07,0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02,-0.09,0);
glRotatef(angle[2],1,0,0);
glTranslatef(0,-0.21,0);
drawLowerA();
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);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13-2");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
myTexture("data/Diffuse.jpg");
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();
}
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