2024年5月23日 星期四

從0到0.01的電腦圖學 Week14

 本週主題

(1) 主題:動作內插

(2) 主題:計時器 timer

(3) 動作內插

1. timer()函數的認識

開啟Excel後,需要5個資料欄位,"時間"、"alpha值"、"舊的值"、"新的值"、"角度"

其中,
角度的公式: 新的值*alpha + 舊的值*(1-alpha)

程式碼中加上以下測試以了解timer()的功能
main中加入:
glutTimerFunc(0,timer,0);
建立timer() function:

void timer(int t){
    glutTimerFunc(1000, timer,t+1);
    printf("time:%d\n",t);
}

2. OpenCV+GLUT程式1:使用紀錄與timer()做出動畫

#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();
    ///將原本存檔的程式碼剪下來,貼到keyboard()上
}
void mouse(int button, int state, int x,int y){
    oldX = x;
    oldY = y;
}


float oldAngle[20] = {}, newAngle[20]={};
void timer(int t){
    glutTimerFunc(50, timer,t+1);
    if(t%20==0){
        if(fin==NULL)fin = fopen("angle.txt","r");
        for(int i=0;i<20;i++){
            oldAngle[i] = newAngle[i];
            fscanf(fin,"%f",& newAngle[i]);
        }
    }
    float alpha = (t%20) / 20.0;
    for(int i=0;i<20;i++){
        angle[i] = newAngle[i]*alpha + oldAngle[i]*(1-alpha);
    }
    glutPostRedisplay();
}

void keyboard(unsigned char key,int x,int y){
    if(key == 'p'){
        glutTimerFunc(0,timer,0);
    }
    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();
    }
    else if(key == 's'){
        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");
    }
    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);
            ///glEnable(GL_TEXTURE_2D);
            drawBody();
        glPopMatrix();
        ///glutSolidSphere(0.1,30,30); ///這是定位點
        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 };

/* 理解timer作用
void timer(int t){
    glutTimerFunc(1000, timer,t+1);
    printf("time:%d\n",t);
}
*/

int main(int argc, char *argv[]){
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week14-1");
    glutIdleFunc(display);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    ///glutTimerFunc(0,timer,0); //理解timer作用
    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();
}

3. OpenCV+GLUT程式2:使用兩個軸向紀錄物件方向

#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 angleX[10] = {};
float angleY[10] = {};
int angleID = 0;
int oldX = 0,oldY = 0;

FILE * fin = NULL;
FILE * fout = NULL;

void motion(int x,int y){
    angleX[angleID] += y-oldY;
    angleY[angleID] += x-oldX;
    oldX = x;
    oldY = y;
    glutPostRedisplay();
    ///將原本存檔的程式碼剪下來,貼到keyboard()上
}
void mouse(int button, int state, int x,int y){
    oldX = x;
    oldY = y;
}


float oldAngleX[10] = {}, newAngleX[10]={};
float oldAngleY[10] = {}, newAngleY[10]={};
void timer(int t){
    glutTimerFunc(50, timer,t+1);
    if(t%20==0){
        if(fin==NULL)fin = fopen("angle.txt","r");
        for(int i=0;i<10;i++){
            oldAngleX[i] = newAngleX[i];
            oldAngleY[i] = newAngleY[i];
            fscanf(fin,"%f",& newAngleX[i]);
            fscanf(fin,"%f",& newAngleY[i]);
        }
    }
    float alpha = (t%20) / 20.0;
    for(int i=0;i<10;i++){
        angleX[i] = newAngleX[i]*alpha + oldAngleX[i]*(1-alpha);
        angleY[i] = newAngleY[i]*alpha + oldAngleY[i]*(1-alpha);
    }
    glutPostRedisplay();
}

void keyboard(unsigned char key,int x,int y){
    if(key == 'p'){
        glutTimerFunc(0,timer,0);
    }
    else if(key == 'r'){
        if(fin==NULL) fin = fopen("angle.txt","r");
        for(int i=0;i<20;i++){
            fscanf(fin,"%f",& angleX[i]);
            fscanf(fin,"%f",& angleY[i]);
        }
        glutPostRedisplay();
    }
    else if(key == 's'){
        if(fout==NULL) fout = fopen("angle.txt","w+");
        for(int i=0;i<10;i++){
            printf("%.1f ",angleX[i]);
            printf("%.1f ",angleY[i]);
            fprintf(fout,"%.1f ",angleX[i]);
            fprintf(fout,"%.1f ",angleY[i]);
        }
        printf("\n");
        fprintf(fout,"\n");
    }
    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 == '7') angleID = 7;
    if(key == '8') angleID = 8;
    if(key == '9') angleID = 9;
}
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();
            glRotated(180,0,1,0);
            ///glEnable(GL_TEXTURE_2D);
            drawBody();
        glPopMatrix();
        ///glutSolidSphere(0.1,30,30); ///這是定位點
        glColor3f(1,1,1); ///將顏色設為白色

        glPushMatrix();
            glTranslatef(-0.1,0,0);
            glRotatef(angleX[0],0,0,1);
            glRotatef(angleY[0],1,0,0);
            glTranslatef(0 ,-0.07,0);
            drawUpperA();
            glPushMatrix();
                glTranslatef(-0.02,-0.09,0);
                glRotatef(angleX[1],1,0,0);
                glRotatef(angleY[1],0,1,0);
                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 };

/* 理解timer作用
void timer(int t){
    glutTimerFunc(1000, timer,t+1);
    printf("time:%d\n",t);
}
*/

int main(int argc, char *argv[]){
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week14-2");
    glutIdleFunc(display);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    ///glutTimerFunc(0,timer,0); //理解timer作用
    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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