2024年5月16日 星期四

魚鱗☆゚.*・。電腦圖學 Week13

1. week13-1_gundam_keyboard_angleID_mouse_motion_angle

(1)安裝freeglut

(2)安裝opencv,重開CodeBlocks --> 詳細去看魚鱗電腦圖學Week05-1

(3)把上週的week12-3複製到桌面上,並改名成

"week13-1_gundam_keyboard_angleID_mouse_motion_angle",其他設定去看week09-1

##成功後執行會長這樣

(4) 加上按不同鍵,達到不同角度旋轉的程式

#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 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 myBody(void)
{
    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()
{
    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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    glutKeyboardFunc(keyboard);
    glutMotionFunc(motion);
    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();
}

(5)讓模型能夠順暢的移動

#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 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 myBody(void)
{
    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()
{
    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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    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. week13-2_FILE_fopen_fprintf_fscanf

(1)把  week13-1_gundam_keyboard_angleID_mouse_motion_angle 資料夾複製成 week13-2_FILE_fopen_fprintf_fscanf

(2)加上FILE指標,並在motion中加一段程式,執行程式時,mouse motion一邊改變角度,一邊產生大量角度值,小黑關掉後,可在目錄裡,看到angle.txt裡面就是剛剛印的一堆數值

#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 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 myBody(void)
{
    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()
{
    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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    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();
}

(3)加上按r會讀取上一次動作的程式

#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 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 myBody(void)
{
    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) 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);
    ///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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    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();
}

(4)加身體和關節的程式

#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 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);
}
///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) 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);
    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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    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();
}

(5)增加身體轉動的程式

#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 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);
}
///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) 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);
    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);
            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();
    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 };///加這行, 讓它轉動
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 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    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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