2024年5月16日 星期四

田街揪

 用上禮拜的12-3

加上angle[20]={}

和void mouse

讓他能大象冰冰箱

#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 <GL/glut.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;

}

#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 drawHandB(void)

{

    if (!handB) {

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

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }


    glmDraw(handB, 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 myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}


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=='1') 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);

    ///myBody();

    glutSolidSphere(0.1, 30, 30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);


    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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week08-2_glm_gundam_opencv_texture");

    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();

}


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偵測華左

#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 <GL/glut.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;

}

#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 drawHandB(void)

{

    if (!handB) {

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

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }


    glmDraw(handB, 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 myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

FILE * fin = NULL;

FILE * fout = NULL;

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();

        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=='1') 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);

    ///myBody();

    glutSolidSphere(0.1, 30, 30);

    glEnable(GL_TEXTURE_2D);

    glColor3f(1,1,1);


    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_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week08-2_glm_gundam_opencv_texture");

    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();

}


增加關節

#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 <GL/glut.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;

}

#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 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 drawHandB(void)

{

    if (!handB) {

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

if (!handB) exit(0);

glmUnitize(handB);

glmFacetNormals(handB);

glmVertexNormals(handB, 90.0);

    }


    glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);

}**/

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 myBody(){

    glPushMatrix();

        glColor3f(1,0,0);

        glutSolidCube(0.6);

    glPopMatrix();

}

FILE * fin = NULL;

FILE * fout = NULL;

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();

        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);

        }

        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);


    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("week08-2_glm_gundam_opencv_texture");

    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();

}




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