Week03 茶壺 ——
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ///清空
glutSolidTeapot(0.3); ///實心茶壺
glutSwapBuffers(); ///交換兩倍的Buffers
}
int main(int argc,char **argv) /// 以前是int main()
{
glutInit(&argc,argv); ///1.初始設定
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH); ///2.顯示模式
glutCreateWindow("08160971 奶最大的妹子"); ///3.開視窗
glutDisplayFunc(display); ///4.等一下要顯示的函式
glutMainLoop(); ///5.主要迴圈
}
Week04 茶壺移動 ——
#include <GL/glut.h>
#include <stdio.h>
float teapotX=0,teapotY=0; ///茶壺座標
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///矩陣備份
glTranslatef(teapotX,teapotY,0); ///照著座標移動
glutSolidTeapot(0.3);
glPopMatrix(); ///矩陣還原
glEnd();
glutSwapBuffers();
}
void motion(int x,int y) ///mouse 移動的函式
{
teapotX= (x-150)/150.0; ///把茶壺的位置換算成座標
teapotY=-(y-150)/150.0;
display(); ///畫面更新
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week04 mouse");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
Week05 畫封閉線 —–
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ///清空
glutSolidTeapot(0.3); ///實心茶壺
glutSwapBuffers(); ///交換兩倍的Buffers
}
int main(int argc,char **argv) /// 以前是int main()
{
glutInit(&argc,argv); ///1.初始設定
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH); ///2.顯示模式
glutCreateWindow("08160971 奶最大的妹子"); ///3.開視窗
glutDisplayFunc(display); ///4.等一下要顯示的函式
glutMainLoop(); ///5.主要迴圈
}
Week06 機器人手臂 —–
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
void hand()
{
glPushMatrix();
glScalef(0.5,0.1,0.1);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///左半邊
glTranslatef(-0.25,0,0);///(3)把正確的手臂掛在肩關節
glRotatef(angle,0,0,1); ///(2)轉動
glTranslatef(-0.25,0,0); ///(1)旋轉中心
hand();///上手臂
glPushMatrix();
glTranslatef(-0.25,0,0);///(3)把正確的手臂掛在肩上
glRotatef(angle,0,0,1); ///(2)轉動
glTranslatef(-0.25,0,0); ///(1)旋轉中心
hand();///下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///右半邊
glTranslatef(+0.25,0,0);///(3)把正確的手臂掛在肩關節
glRotatef(-angle,0,0,1); ///(2)轉動
glTranslatef(+0.25,0,0); ///(1)旋轉中心
hand();///上手臂
glPushMatrix();
glTranslatef(+0.25,0,0);///(3)把正確的手臂掛在肩上
glRotatef(-angle,0,0,1); ///(2)轉動
glTranslatef(+0.25,0,0); ///(1)旋轉中心
hand();///下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week06 08160971");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}
Week06 回家作業 機器人 —–
#include <GL/glut.h>
#include <stdio.h>
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, -2.0f, 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 };
float angle=0;
void body()
{
glPushMatrix();
glColor3f(1.0,0.0,0.0);
glTranslatef(0,-0.27,0);
glScalef(0.5,0.75,0.1);
glutSolidCube(1);
glPopMatrix();
}
void head()
{
glPushMatrix();///頭
glTranslatef(0,0.3,0);
glScalef(0.5,0.5,0.1);
glColor3ub(200,191,231);
glutSolidSphere(0.5,100,100);
glPopMatrix();
}
void hand()
{
glPushMatrix();
glColor3ub(255,201,14);
glScalef(0.5,0.1,0.1);
glutSolidCube(1);
glPopMatrix();
}
void hand1()
{
glPushMatrix();
glColor3ub(255,201,14);
glScalef(0.3,0.1,0.1);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///右手
glTranslatef(+0.23,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(+0.23,0,0);
hand();
glPushMatrix();
glTranslatef(+0.23,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(+0.23,0,0);
hand();
glPushMatrix();
glTranslatef(+0.185,-0.01,0);
glRotatef(angle,0,0,1);
glTranslatef(+0.185,-0.01,0);
hand1();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///左手
glTranslatef(-0.23,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.23,0,0);
hand();
glPushMatrix();
glTranslatef(-0.23,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.23,0,0);
hand();
glPushMatrix();
glTranslatef(-0.185,-0.01,0);
glRotatef(+angle,0,0,1);
glTranslatef(-0.185,-0.01,0);
hand1();
glPopMatrix();
glPopMatrix();
glPopMatrix();
body();///身體
head();///頭
glPushMatrix();///左腳
glTranslatef(-0.2,-0.8,0);
glRotatef(90,0,0,1);
glScalef(0.75,0.1,0.1);
glColor3ub(255,201,14);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();///右腳
glTranslatef(0.2,-0.8,0);
glRotatef(90,0,0,1);
glScalef(0.75,0.1,0.1);
glColor3ub(255,201,14);
glutSolidCube(1);
glPopMatrix();
glutSwapBuffers();
angle+=1;
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("08160971_HW3");
glutIdleFunc(display);
glutDisplayFunc(display);
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();
}
Week08-1 茶壺貼圖 —–
#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>
void init()
{
IplImage * img = cvLoadImage("puipui.jpg"); ///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);
///最後一行最難/最重要, 所貼圖影像的資料都設定好
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_POLYGON);
glTexCoord2f(0,1); glVertex3f(-1,-1,0);
glTexCoord2f(1,1); glVertex3f(+1,-1,0);
glTexCoord2f(1,0); glVertex3f(+1,+1,0);
glTexCoord2f(0,0); glVertex3f(-1,+1,0);
glEnd();
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week08 08160971");
init(); ///在這裡呼叫
glutDisplayFunc(display);
glutMainLoop();
}
Week08-2 地球 —–
#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>
GLUquadric * quad;///TODO: Quad
void init()///copy 自 http://hackmd.io/@jsyeh/opengl
{
IplImage * img = cvLoadImage("earth.jpg"); ///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);
quad = gluNewQuadric();///TODO: Quad
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
float angle=0;///TODO:
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥///TODO:
glRotatef(90, 1,0,0);///TODO:
glRotatef(angle, 0,0,1);///自動轉很帥///TODO:
gluQuadricTexture(quad, 1);///TODO:
gluSphere(quad, 0.5, 30, 30);///glutSolidTeapot(0.3);///TODO:
glPopMatrix();///自動轉很帥///TODO:
///glutSolidTeapot(0.3);
glutSwapBuffers();
angle++;///TODO:
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08-2 texture");
glutDisplayFunc(display);
glutIdleFunc(display);///TODO:
glEnable(GL_DEPTH_TEST);///TODO: 有3D的深度測試(前面會蓋掉後面)
init();///上面把OpenGL都設好後, 才設定 OpenCV 的貼圖到 OpenGL上面
glutMainLoop();
}
Week 10 聲音 —–
#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='1') PlaySound("do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySound("re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySound("mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySound("fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySound("so.wav",NULL,SND_ASYNC);
}
void mouse(int button ,int state,int x,int y)
{
if(state==GLUT_DOWN)PlaySound("shot.wav",NULL,SND_ASYNC);
}
int main(int argc,char**argv)
{
mp3.Load("music.mp3");
mp3.Play();
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10 sound");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
Week10 茶壺立體(燈光) —–
#include <Gl/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
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 };
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10 light");
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);
glutDisplayFunc(display);
glutMainLoop();
}
Week11 模型 —–
#include "glm.h" ///使用glm.cpp外掛
GLMmodel*pmodel=NULL; ///pmodel指標
void drawmodel(void){ ///使用範例的程式
if(!pmodel){
pmodel=glmReadOBJ("data/porsche.obj");
if(!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90.0);
}
glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotated(180,0,1,0);
drawmodel(); ///使用範例的程式
glPopMatrix();
glutSwapBuffers();
}
///打光的陣列
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 };
int main(int argc,char**argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week11");
///打光的設定
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);
glutDisplayFunc(display);
glutMainLoop();
}
Week 12 All in —–
#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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
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 };
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Week12 all in");
glutDisplayFunc(display);
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);
myTexture("Diffuse.jpg");
glutMainLoop();
}
Week 13 ROBOT —–
#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>
#include "glm.h" ///使用外掛
GLMmodel * pmodel = NULL; ///glm模型的指標
GLMmodel * body = NULL;
GLMmodel * arm1 = NULL;
GLMmodel * arm2 = NULL;
///GLMmodel * hand1 = NULL;
///GLMmodel * hand2 = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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;
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle,0,1,0);
///drawmodel();
glmDraw(body,GLM_SMOOTH | GLM_TEXTURE);
glPushMatrix();
glTranslatef(-0.35,+0.68+1,0);
glRotatef(angle,0,0,1);
glTranslatef(+0.35,-0.68-1,0);
glmDraw(arm1,GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex3f( -1, -1,0.8 );
glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,0.8 );
glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,0.8);
glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,0.8);
glEnd();
glutSwapBuffers();
angle+=0.1;
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
body = glmReadOBJ("body.obj");
arm1 = glmReadOBJ("arm1.obj");
arm2 = glmReadOBJ("arm2.obj"); ///因為會被調掉
pmodel=glmReadOBJ("gundam.obj");///完整的大模型
float dimensions[3];
glmDimensions( pmodel,dimensions);
glmScale(pmodel,2.0/dimensions[1]);
glmScale(body, 2.0/dimensions[1]);
glmScale(arm1, 2.0/dimensions[1]);
glmScale(arm2, 2.0/dimensions[1]);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
Week14 Timer —–
#include <GL/glut.h>
int angle=0;
void drawArm1(){
glPushMatrix();
glScalef(1,0.5,0.5);
glColor3f(1,0,0);glutSolidCube(0.3); ///左手紅
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,1);glutSolidCube(0.4); ///身體白
glPushMatrix();
glTranslatef(-0.2,+0.2,0); ///(3)掛到右上角
glRotatef(angle,0,0,1); ///(2)轉動
glTranslatef(-0.15,0,0); ///(1)把旋轉中心的關節軸放在中心
drawArm1();
glPopMatrix();
glPopMatrix();
glutSwapBuffers(); ///柳丁
}
int diff=2;
void timer(int t) ///鬧鐘響了,timer叫了
{
glutTimerFunc(20,timer,t+1); ///馬上設定下一個鬧鐘,不要響太久
///倍速
angle+=diff; ///上個廁所
if(angle>180 || angle<0 ) diff=-diff;
display(); ///喝個水
}///睡了
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week14 timer");
glutDisplayFunc(display);
glutTimerFunc(0 , timer ,0);
///要等多久 叫誰 參數
glutMainLoop();
}
作業4 ——
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"///使用外掛
GLMmodel*body=NULL;
GLMmodel*lefthand=NULL;
GLMmodel*righthand=NULL;
GLMmodel*leftleg=NULL;
GLMmodel*rightleg=NULL;
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 };
GLuint id1, id2;///增加2個貼圖ID
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;
}
float anglehl=-1;
float anglehr=1;
float anglell=1;
float anglelr=-1;
int diff1=2;
int diff2=2;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();///畫左手
glTranslatef(-0.35,0.5,0);
glRotatef(anglehl,0,0,1);
glTranslatef(0.45,-0.25,0);
glRotatef(180,0,1,0);
glScalef(0.2,0.2,0.2);
glmDraw(lefthand,GLM_SMOOTH|GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///畫右手
glTranslatef(0.35,0.5,0);
glRotatef(anglehr,0,0,1);
glTranslatef(-0.45,-0.25,0);
glRotatef(180,0,1,0);
glScalef(0.2,0.2,0.2);
glmDraw(righthand,GLM_SMOOTH|GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///畫左腳
glTranslatef(-0.2,0.05,0);
glRotatef(anglell,1,0,0);
glTranslatef(0.2,0.2,0);
glRotatef(180,0,1,0);
glScalef(0.2,0.2,0.2);
glmDraw(leftleg,GLM_SMOOTH|GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///畫右腳
glTranslatef(0.2,0.05,0);
glRotatef(anglelr,1,0,0);
glTranslatef(-0.2,0.2,0);
glRotatef(180,0,1,0);
glScalef(0.2,0.2,0.2);
glmDraw(rightleg,GLM_SMOOTH|GLM_TEXTURE);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex3f( -1, +1 ,0.8);
glTexCoord2f( 0, 1 ); glVertex3f( -1, -1 ,0.8);
glTexCoord2f( 1, 1 ); glVertex3f( +1, -1 ,0.8);
glTexCoord2f( 1, 0 ); glVertex3f( +1, +1 ,0.8);
glEnd();
anglehl-=diff1;
anglehr+=diff1;
anglell+=diff2;
anglelr-=diff2;
if (anglehl<-50 || anglehl>0)diff1=-diff1;
if (anglell> 25|| anglell<-25)diff2=-diff2;
glDisable(GL_TEXTURE_2D);
glPushMatrix();///畫身體
glTranslatef(0,0.25,0);
glRotatef(180,0,1,0);
glScalef(0.2,0.2,0.2);
glmDraw(body,GLM_SMOOTH | GLM_MATERIAL );
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("08160971_HW4");
glutDisplayFunc(display);
glutIdleFunc(display);
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);
id1 = myTexture("green.jpg"); ///大眼仔顏色
id2 = myTexture("back.jpg");///背景
body=glmReadOBJ("body.obj");
lefthand=glmReadOBJ("left_hand.obj");
righthand=glmReadOBJ("right_hand.obj");
leftleg=glmReadOBJ("left_leg.obj");
rightleg=glmReadOBJ("right_leg.obj");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
Week15_File ——
#include <stdio.h>
#include <GL/glut.h>
float angle=0;
float diff=2;
///float angle=[20];
void timer (int t)
{
glutTimerFunc(30,timer,t+1); ///設定新的timer(等多久,timer ,參數)
angle+=diff;
if(angle>90) diff=-2;
if(angle<0) diff=+2;
glutPostRedisplay();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(+0.3,0,0);
glRotatef(-angle, 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3,0,0);
glRotatef(-angle, 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week15 many angles");
glutDisplayFunc(display);
glutTimerFunc(0,timer,0);
glutMainLoop();
}
Week16 —–
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={};
float diff=2;
int angleID=0;
void timer (int t)
{
///timer什麼都不做
}
///用mouse和motion來控制關節
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
oldX = x;
oldY = y;
}
#include <stdio.h> ///才能用 fopen
FILE * fout =NULL;
FILE * fin =NULL;
void motion(int x,int y)
{
angle[angleID] += x - oldX;
oldX = x;
glutPostRedisplay();
if( fout == NULL) fout=fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f ",angle[i]);
printf("\n");
for(int i=0;i<20;i++)fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
}
void keyboard(unsigned char key,int x,int y){
if(key=='0') angleID=0; ///之後timer會改變關節 angle[0]
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='s'){ ///想要存檔
if( fout == NULL) fout=fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f ",angle[i]);
printf("\n");
for(int i=0;i<20;i++)fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
} ///必須把程式關閉,才會更新angle.txt
if(key=='r'){
if(fin == NULL) fin=fopen("angle.txt","r");
for(int i=0;i<20;i++)fscanf(fin,"%f",&angle[i]);
glutPostRedisplay();
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week16 many angles");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
///glutTimerFunc(0,timer,0);
glutMainLoop();
}