2024年5月16日 星期四

李凹凹

 1 .從上課軟體下載freeglut




 2.將壓縮檔解壓到桌面

3.點開freeglut後復製其連結


4.點開lib後將freeglut.a復製


5.改名為libglut32.a (124KB)

6.把上週week10-1的程式拿過來

新增專案 week11-1 

7.opencv安裝


8.選項選2或3
9.不要更換目標資料夾
10.重開codeblocks

11.設定Settings-compiler要加入三個設定


12.search 目錄 compiler 的include 目錄 加 C:\OpenCV2.1\include



13.search 目錄 linker 的lib 目錄 加 C:\OpenCV2.1\lib

14加入linker 設定的 3個檔名cv210 cxcore210 highgui210
15.修改上週程式碼
16.新增專案week13-1_glm_gundam_keyboard_angleID_mouse_motion_angle
17.修改程式碼


#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename){
    IplImage * img = cvLoadImage(filename);
    cvCvtColor(img,img, CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    GLuint id;
    glGenTextures(1, &id);
    glBindTexture(GL_TEXTURE_2D, id);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * handA = NULL;
GLMmodel * handB = 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 drawmodel(void){
    if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhandA(void){
    if (!handA) {
handA = glmReadOBJ("data/handA.obj");
if (!handA) exit(0);
glmUnitize(handA);
glmFacetNormals(handA);
glmVertexNormals(handA, 90.0);
    }

    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhandB(void){
    if (!handB) {
handB = glmReadOBJ("data/handA.obj");
if (!handB) exit(0);
glmUnitize(handB);
glmFacetNormals(handB);
glmVertexNormals(handB, 90.0);
    }

    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
    glPushMatrix();
        glColor3f(1,0,0);
        glutSolidCube(0.6);
    glPopMatrix();
}
///float angle = 0,da=1;
float angle[20]={};
int angleID=0;
void motion(int x,int y){
    angle[angleID]=y;
    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;
}
void display(){
    //angle+=da;
    //if(angle>90) da=-1;
    //if(angle<0) da=+1;
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glDisable(GL_TEXTURE_2D);
    //myBody();
    glutSolidSphere(0.1,30,30);
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);
    glPushMatrix();
        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_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    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();
}
18.


#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename){
    IplImage * img = cvLoadImage(filename);
    cvCvtColor(img,img, CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    GLuint id;
    glGenTextures(1, &id);
    glBindTexture(GL_TEXTURE_2D, id);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * handA = NULL;
GLMmodel * handB = 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 drawmodel(void){
    if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhandA(void){
    if (!handA) {
handA = glmReadOBJ("data/handA.obj");
if (!handA) exit(0);
glmUnitize(handA);
glmFacetNormals(handA);
glmVertexNormals(handA, 90.0);
    }

    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhandB(void){
    if (!handB) {
handB = glmReadOBJ("data/handA.obj");
if (!handB) exit(0);
glmUnitize(handB);
glmFacetNormals(handB);
glmVertexNormals(handB, 90.0);
    }

    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
    glPushMatrix();
        glColor3f(1,0,0);
        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(){
    //angle+=da;
    //if(angle>90) da=-1;
    //if(angle<0) da=+1;
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glDisable(GL_TEXTURE_2D);
    //myBody();
    glutSolidSphere(0.1,30,30);
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);
    glPushMatrix();
        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_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    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();
}
19week13-2_FILE_fopen_fprintf_fscanf
#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename){

    IplImage * img = cvLoadImage(filename);

    cvCvtColor(img,img, CV_BGR2RGB);

    glEnable(GL_TEXTURE_2D);

    GLuint id;

    glGenTextures(1, &id);

    glBindTexture(GL_TEXTURE_2D, id);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * handA = NULL;

GLMmodel * handB = 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 drawmodel(void){

    if (!pmodel) {

pmodel = glmReadOBJ("data/Gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }



    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandA(void){

    if (!handA) {

handA = glmReadOBJ("data/handA.obj");

if (!handA) exit(0);

glmUnitize(handA);

glmFacetNormals(handA);

glmVertexNormals(handA, 90.0);

    }



    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandB(void){

    if (!handB) {

handB = glmReadOBJ("data/handA.obj");

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }



    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);

}

void myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

//float angle = 0,da=1;

float angle[20]={};

int angleID=0;

int oldX=0,oldY=0;

#include <stdio.h>

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=='0') angleID=0;

    if(key=='1') angleID=1;

    if(key=='2') angleID=2;

    if(key=='3') angleID=3;

}

void display(){

    //angle+=da;

    //if(angle>90) da=-1;

    //if(angle<0) da=+1;

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glDisable(GL_TEXTURE_2D);

    //myBody();

    glutSolidSphere(0.1,30,30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);

    glPushMatrix();

        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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week13-2");

    glutDisplayFunc(display);

    glutIdleFunc(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();

}

20.

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename){

    IplImage * img = cvLoadImage(filename);

    cvCvtColor(img,img, CV_BGR2RGB);

    glEnable(GL_TEXTURE_2D);

    GLuint id;

    glGenTextures(1, &id);

    glBindTexture(GL_TEXTURE_2D, id);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * handA = NULL;

GLMmodel * handB = 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 drawmodel(void){

    if (!pmodel) {

pmodel = glmReadOBJ("data/Gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }



    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandA(void){

    if (!handA) {

handA = glmReadOBJ("data/handA.obj");

if (!handA) exit(0);

glmUnitize(handA);

glmFacetNormals(handA);

glmVertexNormals(handA, 90.0);

    }



    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandB(void){

    if (!handB) {

handB = glmReadOBJ("data/handA.obj");

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }



    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);

}

void myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

//float angle = 0,da=1;

float angle[20]={};

int angleID=0;

int oldX=0,oldY=0;

#include <stdio.h>

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) 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(){

    //angle+=da;

    //if(angle>90) da=-1;

    //if(angle<0) da=+1;

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glDisable(GL_TEXTURE_2D);

    //myBody();

    glutSolidSphere(0.1,30,30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);

    glPushMatrix();

        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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week13-2");

    glutDisplayFunc(display);

    glutIdleFunc(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();

}
21
#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename){

    IplImage * img = cvLoadImage(filename);

    cvCvtColor(img,img, CV_BGR2RGB);

    glEnable(GL_TEXTURE_2D);

    GLuint id;

    glGenTextures(1, &id);

    glBindTexture(GL_TEXTURE_2D, id);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * handA = NULL;

GLMmodel * handB = 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 drawmodel(void){

    if (!pmodel) {

pmodel = glmReadOBJ("data/Gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }



    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandA(void){

    if (!handA) {

handA = glmReadOBJ("data/handA.obj");

if (!handA) exit(0);

glmUnitize(handA);

glmFacetNormals(handA);

glmVertexNormals(handA, 90.0);

    }



    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandB(void){

    if (!handB) {

handB = glmReadOBJ("data/handA.obj");

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }



    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);

}

void myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

//float angle = 0,da=1;

float angle[20]={};

int angleID=0;

int oldX=0,oldY=0;

#include <stdio.h>

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) 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(){

    //angle+=da;

    //if(angle>90) da=-1;

    //if(angle<0) da=+1;

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glDisable(GL_TEXTURE_2D);

    drawBody();

    ///glutSolidSphere(0.1,30,30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);

    glPushMatrix();
        glTranslatef(-0.1,0,0);

        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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week13-2");

    glutDisplayFunc(display);

    glutIdleFunc(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();

}
21.

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

int myTexture(char * filename){

    IplImage * img = cvLoadImage(filename);

    cvCvtColor(img,img, CV_BGR2RGB);

    glEnable(GL_TEXTURE_2D);

    GLuint id;

    glGenTextures(1, &id);

    glBindTexture(GL_TEXTURE_2D, id);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);

    return id;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

GLMmodel * handA = NULL;

GLMmodel * handB = 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 drawmodel(void){

    if (!pmodel) {

pmodel = glmReadOBJ("data/Gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }



    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandA(void){

    if (!handA) {

handA = glmReadOBJ("data/handA.obj");

if (!handA) exit(0);

glmUnitize(handA);

glmFacetNormals(handA);

glmVertexNormals(handA, 90.0);

    }



    glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);

}

void drawhandB(void){

    if (!handB) {

handB = glmReadOBJ("data/handA.obj");

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }



    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);

}

void myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

//float angle = 0,da=1;

float angle[20]={};

int angleID=0;

int oldX=0,oldY=0;

#include <stdio.h>

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) 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(){

    //angle+=da;

    //if(angle>90) da=-1;

    //if(angle<0) da=+1;

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();
    glRotatef(angle[0],0,1,0);
    drawBody();

    ///glutSolidSphere(0.1,30,30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);

    glPushMatrix();
        glTranslatef(-0.1,0,0);

        glRotatef(angle[1],0,0,1);
        glRotatef(angle[2],1,0,0);
        glTranslatef(0,-0.07,0);

        drawUpperA();

        glPushMatrix();

            glTranslatef(-0.02,-0.09,0);

            glRotatef(angle[3],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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week13-2");

    glutDisplayFunc(display);

    glutIdleFunc(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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