主題:攝影機、總複習
1. 複習打光
- 畫兩個茶壺
- 打光加上深度
#include <stdio.h>#include <GL/glut.h>void display(){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glColor3f(0,1,0);glutSolidTeapot(0.3);glColor3f(1,0,0);glutSolidTeapot(0.1);///畫茶壺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 };///打光的陣列const GLfloat high_shininess[] = { 100.0f };int main( int argc, char ** argv ){glutInit( &argc, argv );glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);glutCreateWindow("week17");glutDisplayFunc(display);glEnable(GL_DEPTH_TEST);///開啟深度測試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);///貼上打光的設定glutMainLoop();}
2. 複習TRT
- 畫左手臂
float angle=45;void display(){glClearColor(1,1,0,0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glPushMatrix();glColor3f(0,1,0);glutSolidTeapot(0.3);///身體(先註解掉)glPushMatrix();glTranslatef(-0.3,0,0);///3.轉動的關節掛到肩上glRotatef(angle,0,0,1);///2.轉動(之後可能會很多行)glTranslatef(-0.3,0.1,0);///1.旋轉的關節移到畫面中心glutSolidTeapot(0.3);///左手glPopMatrix();glPopMatrix();glutSwapBuffers();}
3. void mouse() void motion()
- 加上mouse motion 讓他轉動
float angle=45,oldx,oldy;void mouse(int button,int state,int x,int y){oldx=x;}void motion(int x,int y){angle+=x-oldx;oldx=x;glutPostRedisplay();}
main函式加上
glutMouseFunc(mouse);
glutMotionFunc(motion);
4. void keyboard()
- 做出兩條手臂
- 加上鍵盤控制
#include <stdio.h>#include <GL/glut.h>float oldx,oldy;float angle[20]={};int angleID=0;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;if(key=='4')angleID=4;if(key=='5')angleID=5;if(key=='6')angleID=6;printf("angleID:%d\n",angleID);}void mouse(int button,int state,int x,int y){oldx=x;}void motion(int x,int y){angle[angleID]+=x-oldx;oldx=x;glutPostRedisplay();}void display(){glClearColor(1,1,0,0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glPushMatrix();///左手臂glColor3f(0,1,0);glutSolidTeapot(0.3);///身體(先註解掉)glPushMatrix();///3.轉動的關節掛到肩上glTranslatef(-0.3,0,0);glRotatef(angle[0],0,0,1);///2.轉動(之後可能會很多行)glTranslatef(-0.3,0.1,0);///1.旋轉的關節移到畫面中心glutSolidTeapot(0.3);///左手glPushMatrix();///3.轉動的關節掛到肩上glTranslatef(-0.3,0,0);glRotatef(angle[1],0,0,1);///2.轉動(之後可能會很多行)glTranslatef(-0.3,0.1,0);///1.旋轉的關節移到畫面中心glutSolidTeapot(0.3);glPopMatrix();glPopMatrix();glPopMatrix();glPushMatrix();///右手臂glColor3f(0,1,0);glutSolidTeapot(0.3);///身體(先註解掉)glPushMatrix();///3.轉動的關節掛到肩上glTranslatef(0.3,0,0);glRotatef(angle[2],0,0,1);///2.轉動(之後可能會很多行)glTranslatef(0.3,0.1,0);///1.旋轉的關節移到畫面中心glutSolidTeapot(0.3);///左手glPushMatrix();///3.轉動的關節掛到肩上glTranslatef(0.3,0,0);glRotatef(angle[3],0,0,1);///2.轉動(之後可能會很多行)glTranslatef(0.3,0.1,0);///1.旋轉的關節移到畫面中心glutSolidTeapot(0.3);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 };int main( int argc, char ** argv ){glutInit( &argc, argv );glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);glutCreateWindow("week17");glutMouseFunc(mouse);glutMotionFunc(motion);glutKeyboardFunc(keyboard);glutDisplayFunc(display);glEnable(GL_DEPTH_TEST);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();}
5. 存讀檔
- 先加上指標
- FILE * fout =NULL;
- FILE * fin =NULL;
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
printf("save one line\n");
}///程式要關掉(or fclose(fout))檔案才會更新到硬碟
if(key=='r'){///read
if(fin==NULL)fin=fopen("angle.txt","r");
for(int i=0;i<20;i++) fscanf(fin,"%f",&angle[i]);
glutPostRedisplay();///重畫畫面
}
6. Timer
- 加上timer播動畫
void timer(int t){glutTimerFunc(500,timer,t+1);if(fin==NULL)fin=fopen("angle.txt","r");for(int i=0;i<20;i++) fscanf(fin,"%f",&angle[i]);glutPostRedisplay();///重畫畫面}
keyboard加上
if(key=='p') glutTimerFunc(0,timer,0);
- 讓動畫更順
- 利用內插法
float oldx,oldy;float angle[20]={},angleOld[20],angleNew[20];int angleID=0;FILE * fout =NULL;FILE * fin =NULL;void timer(int t){glutTimerFunc(50,timer,t+1);if(t%10==0){for(int i=0;i<20;i++) angleOld[i]=angleNew[i];///備份資料if(fin==NULL)fin=fopen("angle.txt","r");///readfor(int i=0;i<20;i++) fscanf(fin,"%f",&angleNew[i]);///讀到angleNew}float alpha=(t%10)/10.0;for(int i=0;i<20;i++) angle[i]=alpha*angleNew[i]+(1-alpha)*angleOld[i];glutPostRedisplay();///重畫畫面}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;if(key=='4')angleID=4;if(key=='5')angleID=5;if(key=='6')angleID=6;if(key=='p') glutTimerFunc(0,timer,0);if(key=='s'){///saveif(fout==NULL) fout=fopen("angle.txt","w+");for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);fprintf(fout,"\n");printf("save one line\n");}///程式要關掉(or fclose(fout))檔案才會更新到硬碟if(key=='r'){///readif(fin==NULL)fin=fopen("angle.txt","r");for(int i=0;i<20;i++) fscanf(fin,"%f",&angle[i]);glutPostRedisplay();///重畫畫面}}
7. 複習 openCV 貼圖
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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);//讓他可以切換圖片
glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2);//讓他可以切換圖片
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, -1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, -1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week08 ");
glutDisplayFunc(display);
id1 = myTexture("one.png");
id2 = myTexture("Grey.jpg");
glEnable(GL_DEPTH_TEST);//開啟深度測試讓他可以變成3D
glutMainLoop();
}




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