1.從上課軟體下載freeglut
2.將壓縮檔解壓到桌面
3.點開freeglut後復製其連結
4.點開lib後將freeglut.a復製
5.改名為libglut32.a (124KB)
6.到codeblock開新的專案 file > project,(檔名為week13-0)
7.opencv安裝
8.選項選2或3
9.不要更換目標資料夾
10.重開codeblocks
11.設定Settings-compiler要加入三個設定
11.1.search 目錄 compiler 的include 目錄 加 C:\OpenCV2.1\include
12.下載git啟動器
13.將上週的week13-2從github下載下來
14.將剛剛的專案,先關起來Close Project (不然會被鎖),將目錄從13-2複製到14-1,新檔案名改為14-1,最後再把專案的Title改成 week14-1,用notepad++打開cbp檔把裡面week13-2改為week14-1
15.開啟一個Excel
16.加上一些數值
17.在角度alpha上加一個alpha公式(新的*alpha+舊的*(1-alpha))
19.設定時間軸還有撥放按鍵
#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 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 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 myBody()
{
glPushMatrix();
glColor3f(1,0,0);
glutSolidCube(0.6);
glPopMatrix();
}
float angleX [10]={},angleY[10]={};
float da=1;
int angleID = 0;
int oldX=0,oldY=0;
#include <stdio.h>
FILE * fin = NULL;
FILE * fout = NULL;
void motion(int x,int y)
{
angleX[angleID] +=y - oldY;
angleY[angleID] -=x - oldX;
oldX=x;
oldY=y;
glutPostRedisplay();
///將原來的motion()存檔剪下來
}
void mouse(int button ,int state ,int x,int y)
{
oldX=x;
oldY=y;
}
float oldAngleX[10] = {},newAngleX[10] = {};
float oldAngleY[10] = {},newAngleY[10] = {};
void timer(int t)
{
glutTimerFunc(50,timer,t+1);
if(t%20)
{
if(fin==NULL)fin = fopen("angle.txt","r");
for(int i =0 ;i<10;i++){
oldAngleX[i] = newAngleX[i];
oldAngleY[i] = newAngleY[i];
fscanf(fin,"%f",&newAngleX[i]);
fscanf(fin,"%f",&newAngleY[i]);
}
}
float alpha = (t%20)/20.0;
for(int i=0;i<10;i++)
{
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')
{
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'){
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;
if(key=='10') angleID=10;
if(key=='11') angleID=11;
if(key=='12') angleID=12;
if(key=='13') angleID=13;
if(key=='14') angleID=14;
if(key=='15') angleID=15;
if(key=='16') angleID=16;
if(key=='17') angleID=17;
if(key=='18') angleID=18;
if(key=='19') angleID=19;
if(key=='20') angleID=20;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
///glDisable(GL_TEXTURE_2D);///關閉貼圖功能
glPushMatrix();
glRotatef(angleX[0],1,0,0);
glRotatef(angleY[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(angleX[1],1,0,0);
glRotatef(angleY[1],0,1,0);
glTranslatef(0,-0.07,0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02,-0.09,0);
glRotatef(angleX[2],1,0,0);
glRotatef(angleY[2],0,1,0);
glTranslatef(0,-0.2,0);
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 };
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)
{
glutTimerFunc(1000,timer,t+1);
printf("%d\n",t);
}*/
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week14-1");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
/// glutTimerFunc(0,timer,0);
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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