#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;
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/handB.obj");
if (!handB) exit(0);
glmUnitize(handB);
glmFacetNormals(handB);
glmVertexNormals(handB, 90.0);
}
glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody() { ///我的身體
glPushMatrix(); ///備份矩陣
glColor3f(1, 0, 0);///紅色的
glutSolidCube(0.6);///myBody();
glPopMatrix(); ///還原矩陣
}
///float angle = 0, da = 1; ///加這行, 讓它轉動
float angle[20] = {}; ///20個角度 , 都設成0
int angleID = 0; ///可以是角度0, 角度1, 角度2, .....
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;
}///記得在 int main()裡面, 加 glutKeyboardFunc(keyboard)
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(angle[0],0,1,0);
drawBody(); ///先註解掉身體
///glutSolidSphere(0.1, 30, 30); ///圓球
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(); ///(3)上手臂放好
glPushMatrix(); ///(0)
glTranslatef(-0.02, -0.09, 0); ///(3) 再掛到上手臂的位置
glRotatef(angle[3], 1, 0, 0); ///(2) x軸轉
glTranslatef(0, -0.21, 0); ///(1)
drawlowerA(); ///(0)
glPopMatrix(); ///(0)
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("week13-1 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard); ///week13-1新加的
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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