1. week14-1_alpha_interpolation_angle_timer
(1)安裝freeglut
(2)安裝opencv,重開CodeBlocks --> 詳細去看魚鱗電腦圖學Week05-1
(3)把上週的week12-3複製到桌面上,並改名成
"week14-1_alpha_interpolation_angle_timer",其他設定去看week09-1
##執行成功長這樣
(4)去excel:
A1:時間t
B1:alpha值
C1:舊的old
D1:新的new
E1:角度angle有個公式
A:0~20
B:=Ax/20
C:23
D:2024
E:alpha公式:新的*alpha + 舊的*(1-alpha)
(5)原本motion的程式挪到keyboard去,控制自己要錄的動作
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
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();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
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();
}
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
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();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
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();
}
(6)新增實驗用的timer程式
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
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();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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){
glutTimerFunc(1000, timer, t+1);
printf("現在起床:%d\n",t);
}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
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();
}
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
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();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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){
glutTimerFunc(1000, timer, t+1);
printf("現在起床:%d\n",t);
}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
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();
}
(7)然後把剛剛新增的程式註解掉🤡
(8)新增播放的程式
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
#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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
void mouse(int button, int state, int x, int y){
oldX = x;
oldY = y;
}
float oldAngle[20]={}, newAngle[20]={};
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<20;i++){
oldAngle[i] = newAngle[i];
fscanf(fin, "%f", &newAngle[i]);
}
}
float alpha = (t%20) / 20.0;
for(int i=0;i<20;i++){
angle[i] = newAngle[i]*alpha + oldAngle[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<20;i++){
fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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){
glutTimerFunc(1000, timer, t+1);
printf("現在起床:%d\n",t);
}
*/
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
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();
}
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
#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 (!model) {
model = glmReadOBJ("data/Gundam.obj");
if (!model) exit(0);
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90.0);
}
glmDraw(model, 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 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);
}
///float angle = 0, da=1;
float angle[20] = {};
int angleID = 0;
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();
///原本motion的程式挪到keyboard去
}
void mouse(int button, int state, int x, int y){
oldX = x;
oldY = y;
}
float oldAngle[20]={}, newAngle[20]={};
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<20;i++){
oldAngle[i] = newAngle[i];
fscanf(fin, "%f", &newAngle[i]);
}
}
float alpha = (t%20) / 20.0;
for(int i=0;i<20;i++){
angle[i] = newAngle[i]*alpha + oldAngle[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<20;i++){
fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();
} else if(key=='s'){
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");
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
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();
glTranslatef(-0.1, 0, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(0, -0.07, 0);
drawUpperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angle[2], 1, 0, 0);
glTranslatef(0, -0.21, 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 };///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){
glutTimerFunc(1000, timer, t+1);
printf("現在起床:%d\n",t);
}
*/
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week14 Gundam");
glutDisplayFunc(display);
glutIdleFunc(display); ///加這行, 讓它轉動
glutMouseFunc(mouse);
glutMotionFunc(motion);
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();
}
2. week14-2_angleX_angleY_10
(1)複製今天14-1的專案,然後把它名字都改成14-2
(2)新增程式讓數字0~9能一次控制20個關節
3. 上傳Github





沒有留言:
張貼留言