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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