2024年5月16日 星期四

week13

#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();

}









#week13-2_FILE_fopen_fprintf_fscanf
把13-1搬過來用

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();

}

第二部分:
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();
    }
}
移動完之後長按R鍵就會自動跑出你剛剛移動的軌跡(類似重播)


最終程式碼:

#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;
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 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=='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()
{
    ///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);

    glPushMatrix();
        glRotatef(angle[0],0,1,0);
        drawbody();
    ///glutSolidSphere(0.1,30,30);
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);

    glPushMatrix();
        glTranslated(-0.1,0,0);
        glRotatef(angle[1],0,0,1);
        glRotatef(angle[2],1,0,0);
        glTranslated(0,-0.07,0);
        drawupperA();
        glPushMatrix();
            glTranslated(-0.02,-0.09,0);
            glRotatef(angle[3],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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