#week13-1_glm_gundam_keyboard_angleID_mouse_motion_angle
安裝opencv2.1
重開codeblocks並設定compiler
把上週的12-3拿來用
先改這3行
完整程式碼:
紅色=新增的程式碼
黃色=更改的地方
#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 * lefthand = NULL;
GLMmodel * righthand = 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 drawlefthand(void)
{
if (!lefthand) {
lefthand = glmReadOBJ("data/lefthand.obj");
if (!lefthand) exit(0);
glmUnitize(lefthand);
glmFacetNormals(lefthand);
glmVertexNormals(lefthand, 90.0);
}
glmDraw(lefthand, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody()
{
glPushMatrix();
glColor3f(1,0,0);
glutSolidCube(0.6);
glPopMatrix();
}
///float angle = 0,da=-1; ///加這行, 讓它轉動
float angle[20]={};///20個角度都設定成0
int angleID=0;///可以是角度0,1,2,3
int oldX=0,oldY=0;
void motion(int x,int y)///加入mouse motion的對應函式
{
angle[angleID]+=y-oldY;///當我們的mouse motion時,y座標
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;//不要自己動要用mouse motion來動
///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();
///glTranslated(0,0,0);
glRotatef(angle[0],0,0,1);
glTranslated(0,-0.07,0);
drawupperA();
glPushMatrix();
glTranslated(-0.02,-0.09,0);
glRotatef(angle[1],1,0,0);///x軸轉
glTranslated(0,-0.25,0);
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("week09-1 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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();
}
完整程式碼:
紅色=新增的程式碼
#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 * lefthand = NULL;
GLMmodel * righthand = 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 drawlefthand(void)
{
if (!lefthand) {
lefthand = glmReadOBJ("data/lefthand.obj");
if (!lefthand) exit(0);
glmUnitize(lefthand);
glmFacetNormals(lefthand);
glmVertexNormals(lefthand, 90.0);
}
glmDraw(lefthand, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody()
{
glPushMatrix();
glColor3f(1,0,0);
glutSolidCube(0.6);
glPopMatrix();
}
///float angle = 0,da=-1; ///加這行, 讓它轉動
float angle[20]={};///20個角度都設定成0
int angleID=0;///可以是角度0,1,2,3
int oldX=0,oldY=0;
#include<stdio.h>
FILE * fin=NULL;
FILE * fout=NULL;
void motion(int x,int y)///加入mouse motion的對應函式
{
angle[angleID]+=y-oldY;///當我們的mouse motion時,y座標
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;//不要自己動要用mouse motion來動
///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();
///glTranslated(0,0,0);
glRotatef(angle[0],0,0,1);
glTranslated(0,-0.07,0);
drawupperA();
glPushMatrix();
glTranslated(-0.02,-0.09,0);
glRotatef(angle[1],1,0,0);///x軸轉
glTranslated(0,-0.25,0);
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("week09-1 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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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