2024年5月23日 星期四

week14電腦圖學

 

 Week14

week14-1_alpha_interpolation_angle_timer

1. 先設定好環境

2. 安裝 freeglut 再把 lib\libfreeglut.a 複製成 libglut32.a

3. 安裝 opencv 2.1, 記得要 Add PATH, 不要設目錄

4. 關閉重開 CodeBlocks (才會把 PATH 設定設好 要記得存檔)

5. -Search directories 的 Compiler 對應 C:\OpenCV2.1\include

6. -Search directories 的 Linker 對應 C:\OpenCV2.1\lib

7. -Linker setting 要加 cv210 cxcore210 highgui210

8. 再把 GitHub 的程式下載, 再把 week13-1_glm_gundam_keyboard_angleID_mouse_motion_angle
    拿來改

9. 成功執行後 , 再進行 alpha 內插

10. 開啟 Excel

11. alpha 公式:  新的*alpha + 舊的*(1-alpha)


12. timer做動畫, 要記得一值接力, 設定下一個timer




week14-2_angleX_angleY_10

1. 把 week1ˋ-1 複製整個目錄, 改目錄名,  改 .cbp 名, Notepad++ 改裡面的 Title

2. 修改程式碼








3. 結果就能變成自由轉


#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;
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
float angleX[10] = {}, angleY[10] = {};
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)
{
    angleX[angleID] += y-oldY; /// angleX 對 y
    angleY[angleID] -= x-oldX; /// angleY 對 x
    oldX = x;
    oldY = y;
    glutPostRedisplay();
}


void mouse (int button, int state, int x, int y)
{
    oldX = x;
    oldY = y;
}

///float oldAngle[20] = {}, newAngle[20] = {};
float oldAngleX[10] = {}, newAngleX[10] = {};
float oldAngleY[10] = {}, newAngleY[10] = {};
void timer(int t)
{
    glutTimerFunc(50, timer, t+1);
    if(t%20==0)
    {
        if(fin==NULL) fin = fopen("angle.txt", "r");
        for(int i=0; i<10; i++)
        {
            ///oldAngle[i] = newAngle[i];
            oldAngleX[i] = newAngleX[i];
            oldAngleY[i] = newAngleY[i];
            ///fscanf(fin, "%f", & newAngle[i]);
            fscanf(fin, "%f", & newAngleX[i]);
            fscanf(fin, "%f", & newAngleY[i]);
        }
    }
    float alpha = (t%20) / 20.0;
    for(int i=0; i<10; i++)
    {
        ///angle[i] = newAngle[i]*alpha + oldAngle[i]*(1-alpha);
        angleX[i] = newAngleX[i]*alpha + oldAngleX[i]*(1-alpha);
        angleY[i] = newAngleY[i]*alpha + oldAngleY[i]*(1-alpha);
    }
    glutPostRedisplay();
}

void keyboard(unsigned char key, int x, int y)
{
    if(key=='p') ///play播放
    {
        glutTimerFunc(0, timer, 0);
    }

    if(key=='r')
    {
        if(fin==NULL) fin = fopen("angle.txt", "r");
        for(int i=0; i<10; i++)
        {
            fscanf(fin, "%f", & angleX[i] );
            fscanf(fin, "%f", & angleY[i] );
        }
        glutPostRedisplay();
    }

    else if(key=='s') ///把程式碼, 貼在這的後面
    {
        if(fout==NULL) fout = fopen("angle.txt", "w+" );
        for (int i=0; i<10; i++)
        {
            printf("%.1f ", angleX[i] );
            printf("%.1f ", angleY[i] );
            fprintf(fout, "%.1f ", angleX[i] );
            fprintf(fout, "%.1f ", angleY[i] );
        }
        printf("\n");
        fprintf(fout,  "\n");
    }
    if(key=='0') angleID = 0;
    if(key=='1') angleID = 1;
    if(key=='2') angleID = 2;
    if(key=='3') angleID = 3;
    if(key=='4') angleID = 4;
    if(key=='5') angleID = 5;
    if(key=='6') angleID = 6;
    if(key=='7') angleID = 7;
    if(key=='8') angleID = 8;
    if(key=='9') angleID = 9;
}///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(angleX[0], 1, 0, 0);
        glRotatef(angleY[0], 0, 1, 0);
        drawBody();
        ///glutSolidSphere(0.1, 30, 30); ///圓球
        glEnable(GL_TEXTURE_2D);
        glColor3f(1,1,1);

        glPushMatrix();
            glTranslatef(-0.1, 0, 0);
            glRotatef(angleX[1], 1, 0, 0);
            glRotatef(angleY[1], 0, 1, 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(angleX[2], 1, 0, 0);
                glRotatef(angleY[2], 0, 1, 0); ///(2) x軸轉
                glTranslatef(0, -0.21, 0); ///(1)
                drawlowerA(); ///(0)
            glPopMatrix(); ///(0)

        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 };
///void timer(int t) 把實驗用的程式註解掉
///{
///    glutTimerFunc(1000, timer, t+1); 把實驗用的程式註解掉
///    printf("現在起床:%d\n", t); 把實驗用的程式註解掉
///}
int main(int argc, char*argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week14-2 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    glutMotionFunc(motion);
    glutMouseFunc(mouse);
    glutKeyboardFunc(keyboard); ///week13-1新加的
///    glutTimerFunc(0, timer, 0); 把實驗用的程式註解掉

    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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