2021年6月16日 星期三

本人發言不代表本人立場 week17

 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(key=='s'){///save
        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");///read
        for(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'){///save
        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
    }
}



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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