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2021年6月23日 星期三

張淳雅_Week16

 機器人

1. 延續上禮拜的程式
    -原本只有做左邊,加上了右邊
    -原本自動轉,換成用滑鼠轉動
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;
int angleID=0;
int oldX=0;
void timer(int t)///timer不用動,改keyboard動
{
    ///程式搬家,改用mouse motion來做動作
}

void mouse(int button, int state, int x, int y)
{
    oldX = x;///當mouse按下去時記下位置
}

void motion(int x, int y)///當我motion動
{
    angle[angleID] += x - oldX;///用x-oldX
    oldX = x;///再更新位置
    glutPostRedisplay();
}

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;
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///身體
        glPushMatrix();///左邊
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0], 0,0,1);
            glTranslatef(-0.3,0,0);
            glutSolidTeapot(0.2);
            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(-0.3,0,0);
                glutSolidTeapot(0.2);
            glPopMatrix();
        glPopMatrix();
        glPushMatrix();///右邊
            glTranslatef(0.3,0,0);
            glRotatef(angle[0], 0,0,1);
            glTranslatef(0.3,0,0);
            glutSolidTeapot(0.2);
            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(0.3,0,0);
                glutSolidTeapot(0.2);
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week15");

    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutTimerFunc(0,timer,0);
    glutDisplayFunc(display);
    glutMainLoop();
}

2. 印出資料
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;
int angleID=0;
int oldX=0;
FILE * fout = NULL;
void timer(int t)
{
    
}

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();

    if(fout==NULL) fout=fopen("angle.txt", "w+");
    for(int i=0; i<20; i++) fprintf(fout, "%.1f ", angle[i]);
    fprintf(fout, "\n");///印到.txt檔案裡
    for(int i=0; i<20; i++) printf("%.1f ", angle[i]);
    printf("\n");///印到畫面
}
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;
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0], 0,0,1);
            glTranslatef(-0.3,0,0);
            glutSolidTeapot(0.2);
            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(-0.3,0,0);
                glutSolidTeapot(0.2);
            glPopMatrix();
        glPopMatrix();
        glPushMatrix();
            glTranslatef(0.3,0,0);
            glRotatef(angle[2], 0,0,1);
            glTranslatef(0.3,0,0);
            glutSolidTeapot(0.2);
            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(angle[3], 0,0,1);
                glTranslatef(0.3,0,0);
                glutSolidTeapot(0.2);
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week15");

    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutTimerFunc(0,timer,0);
    glutDisplayFunc(display);
    glutMainLoop();
}
*因為我沒有改到工作位置,所以在freeglut\bin裡*

3. 撥放動畫
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;
int angleID=0;
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;///檔案指標
void timer(int t)
{
    glutTimerFunc(30, timer, t+1);///播放動畫
    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
}

4. 先存動作,再讀動作
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;
int angleID=0;
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;
void timer(int t)
{
//    glutTimerFunc(30, timer, t+1);///播放動畫
//    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
}

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();

//    if(fout==NULL) fout=fopen("angle.txt", "w+");
//    for(int i=0; i<20; i++) fprintf(fout, "%.1f ", angle[i]);
//    fprintf(fout, "\n");///印到.txt檔案裡
//    for(int i=0; i<20; i++) printf("%.1f ", angle[i]);
//    printf("\n");///印到畫面


}
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=='s')///save
    {
        if(fout==NULL) fout=fopen("angle.txt", "w+");
        for(int i=0; i<20; i++) fprintf(fout, "%.1f ", angle[i]);
        fprintf(fout, "\n");
        for(int i=0; i<20; i++) printf("%.1f ", angle[i]);
        printf("\n");
    }

    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();
    }

    if(key=='p')///play
    {

    }
}

按s之後存下位置數值,關掉黑窗自動存檔angle.txt


複製數值(動作位置)

按r讀取數值

5. 讓他連續動作
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///angle[i]畫的角度,內插angleold[i] anglenew[i]
float angleold[20]={}, anglenew[20]={};///新舊角度內插
int angleID=0;
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;
void timer(int t)
{
    glutTimerFunc(30, timer, t+1);
    if(t%10==0)///每10frame,就讀一筆新資料
    {
        for(int i=0; i<20; i++) angleold[i] = anglenew[i];
        ///讀新資料之前要先把資料備份
        if(fin==NULL) fin=fopen("angle.txt", "r");
        for(int i=0; i<20; i++) fscanf(fin, "%f", &anglenew[i]);
    }   ///再讀新資料
    float alpha = (t%10)/10.0;
    for(int i=0; i<20; i++)
    {
        angle[i] = alpha*anglenew[i] + (1-alpha)*angleold[i];
    }
    glutPostRedisplay();
}

2021年6月22日 星期二

張淳雅_Week15

 fprintf()

printf()執行檔案印出資料
fprintf()把資料建檔

#include <stdio.h>///printf(),fprintf()
int main(int argc, char**argv)
{
    FILE * fout = NULL;///檔案的指標 fout output用
    fout = fopen("檔名.txt", "w+");///開檔,使用w+模式
    printf("Hello World\n");
    fprintf(fout,"Hello World\n");
}

2. 把執行工作目錄換成現在的目錄,執行生成檔案

3. scanf()>>>fscanf() 配合fopen() r模式 read
#include <stdio.h>///printf(), fprintf(), fscanf(), fopen()
int main(int argc, char**argv)
{
    ///FILE * fout = NULL;///檔案的指標 fout output用
    ///fout = fopen("檔名.txt", "w+");///開檔,使用w+模式
    ///printf("Hello World\n");
    ///fprintf(fout,"Hello World\n");

    FILE * fin = NULL;///fin input用
    fin = fopen("檔名.txt", "r");

    ///scanf("%d", &n); 配int n;
    ///scanf("%f", &f); float f;
    ///scanf("%c", &c); char c;
    ///scanf("%s", line); char line[100];

    char line[100];
    fscanf(fin, "%s", line);
    printf("你讀到了字串: %s\n", line);
    fscanf(fin, "%s", line);
    printf("你讀到了字串: %s\n", line);
}

機器人

1. 
#include <stdio.h>
#include <GL/glut.h>
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glutSolidTeapot(0.3);///身體
        glutSolidTeapot(0.3);///左手臂(重疊)
        glutSolidTeapot(0.3);///右手臂(重疊)
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week15");

    glutDisplayFunc(display);
    glutMainLoop();
}

2. 旋轉
#include <stdio.h>
#include <GL/glut.h>
float angle=0, diff=2;

void timer(int t)
{
    glutTimerFunc(30, timer, t+1);
    angle += diff;
    if(angle>90) diff=-2;
    if(angle<0) diff=+2;
    glutPostRedisplay();///現在用這個比較好,以前用display()重畫
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        //glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(-0.3,0,0);///(3)掛在正確的地方
            glRotatef(angle, 0,0,1);///(2)旋轉
            glTranslatef(-0.4,0,0);///(1)把關節旋轉中心放到畫面中心
            glutSolidTeapot(0.3);
            glPushMatrix();
                //glutSolidTeapot(0.3);
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week15");

    glutTimerFunc(0,timer,0);
    glutDisplayFunc(display);
    glutMainLoop();
}

3. 現在把另外兩節也顯示出來
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(-0.4,0,0);
            glutSolidTeapot(0.3);///左手臂(沒有重疊)
            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle, 0,0,1);
                glTranslatef(-0.4,0,0);
                glutSolidTeapot(0.3);
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

4. 改變旋轉物件(關節)
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///本來只有1個角度,現在有很多個,初始為0
int angleID=0;///現在要改幾個角度
void timer(int t)
{
    glutTimerFunc(30, timer, t+1);
    angle[angleID] += diff;
    if(angle[angleID]>90) diff=-2;
    if(angle[angleID]<0) diff=+2;
    glutPostRedisplay();///現在用這個比較好,以前用display()重畫
}

void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') angleID=1;
    if(key=='0') angleID=0;
}

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(-0.4,0,0);
            glutSolidTeapot(0.3);///左手臂(沒有重疊)
            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(-0.4,0,0);
                glutSolidTeapot(0.3);
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week15");

    glutKeyboardFunc(keyboard);///整合很多關節,去改變angleID
    glutTimerFunc(0,timer,0);
    glutDisplayFunc(display);
    glutMainLoop();
}


張淳雅_Week14

 Timer與動畫

1. 
#include <GL/glut.h>
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutSolidSphere(0.3,30,30);///半徑,縱切,橫切
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week14 timer ");
    glutDisplayFunc(display);


    glutMainLoop();
}

2. 等三秒換背景色
#include <GL/glut.h> void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidSphere(0.3,30,30); glutSwapBuffers(); }
void timer(int t) { glClearColor(1,0,0,0);///背景色紅色 display();///重畫畫面 }
int main(int argc, char** argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(" Week14 timer "); glutDisplayFunc(display); glutTimerFunc(3000,timer,0); glutMainLoop(); }

3. 等三秒,背景變色方塊旋轉
#include <GL/glut.h> float angle=0; void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angle,0,0,1); glutSolidCube(0.3);///換方塊才看得到旋轉 glPopMatrix(); glutSwapBuffers(); } void timer(int t)     { glutTimerFunc(30,timer,t+1); glClearColor(1,0,0,0); angle++; display(); } int main(int argc, char** argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(" Week14 timer "); glutDisplayFunc(display); glutTimerFunc(3000,timer,0); glutMainLoop(); }

4. 向左轉90度換向右轉90度,重複動作
#include <GL/glut.h> float angle=0; void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angle,0,0,1); glutSolidCube(0.3); glPopMatrix(); glutSwapBuffers(); } int diff=2; void timer(int t) { glutTimerFunc(20,timer,t+1); glClearColor(1,0,0,0); if(angle>90)diff=-2; if(angle<0)diff=+2; angle+=diff; display(); } int main(int argc, char** argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow("week14"); glutDisplayFunc(display); glutTimerFunc(3000,timer,0); glutMainLoop(); }

5. 加入一個紅色長方(一樣三秒後變紅色背景)
#include <GL/glut.h> float angle=0; void drawArm1() { glPushMatrix(); glScalef(1,0.5,0.5);///長方形 glColor3f(1,0,0);///紅色 glutSolidCube(0.2); glPopMatrix(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glColor3f(1,1,1); glutSolidCube(0.4); glPushMatrix(); ///glTranslatef(); ///glRotatef(angle,0,0,1); glTranslatef(-0.1,0,0); drawArm1(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int diff=2; void timer(int t) { glutTimerFunc(20,timer,t+1); glClearColor(1,0,0,0); if(angle>90)diff=-2; if(angle<0)diff=+2; angle+=diff; display(); } int main(int argc, char** argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow("week14"); glutDisplayFunc(display); glutTimerFunc(3000,timer,0); glutMainLoop(); }

6. 把方塊掛角上並旋轉(
三秒後變紅色背景,綠色方塊向左轉90度換向右轉90度,重複動作)
#include <GL/glut.h> float angle=0; void drawArm1() { glPushMatrix(); glScalef(1,0.5,0.5); glColor3f(0,1,0);///換綠色方便看 glutSolidCube(0.2); glPopMatrix(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glColor3f(1,1,1); glutSolidCube(0.4); glPushMatrix(); glTranslatef(-0.2,0.2,0);///掛上肩膀 glRotatef(angle,0,0,1); glTranslatef(-0.1,0,0); drawArm1(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } int diff=2; void timer(int t) { glutTimerFunc(20,timer,t+1); glClearColor(1,0,0,0); if(angle>90)diff=-2; if(angle<0)diff=+2; angle+=diff; display(); } int main(int argc, char** argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow("week14"); glutDisplayFunc(display); glutTimerFunc(3000,timer,0); glutMainLoop(); }


張淳雅_Week13

*遠距教學開始

測試家中電腦

1. 把一些該裝的裝一裝,該設定的設一設
2. 沿用Week08的貼圖測試一下

鋼彈

1. 
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = 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;
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;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    drawmodel();//glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}

static void idle(void)
{
    glutPostRedisplay();
}

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(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    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();
}


2. 轉正面
float angle = 180;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
        glRotatef(angle, 0,1,0);
        drawmodel();
    glPopMatrix();

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}


張淳雅_Week12

鋼彈!!!

1. 用3D Exploration將gundam還沒切開.zip裡面的Gundam.obj重新存檔成.cpp (Sample APP),稱成gundam_cut.cpp、gundam_cut_0.bmp
2. 開一個新的OpenGL,把原本的main.c刪掉,add files...gundam_cut.cpp
3. 因為系統找不到GL_BGR_EXT、GL_BGRA_EXT,所以最上面加入兩行
    #define GL_BGR_EXT 0x80E0
    #define GL_BGRA_EXT 0x80E1
4. 把
    (LPLOGPALETTE) lpPalette = (LPLOGPALETTE)HeapAlloc (hHeap, 0,
    sizeof (LOGPALETTE) + (nColors * sizeof (PALETTEENTRY)));
取消(//)
5. 執行

6. 取消選轉縮放,讓他站著轉
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0f, 0.0f, -8.0f);
//glRotatef (30.0f, 1.0f, 0.0f, 0.0f);
//glRotatef ((GLfloat) nAngle, 0.0f, 1.0f, 0.0f);
//glRotatef ((GLfloat) nAngle2, 1.0f, 0.0f, 0.0f);
//glScalef (nSize+2.5f,nSize+2.5f,nSize+2.5f);
glRotatef (nAngle,0,1,0);///旋轉
glScalef(3,3,3);


2021年6月21日 星期一

張淳雅_Week11

 3D模型

1. 把source.zip的glm.c改成glm.cpp
2. glm.h、glm.cpp、transformation.c複製到專案資料夾裡
3. 將transformation.c的內容複製到main.cpp裡
4. 把glm.cpp加入專案
5. 將data.zip的所有檔案複製到freeglut\bin
6. 執行



7. 試著開啟模組
#include "glm.h"
GLMmodel * pmodel= NULL;
void
drawmodel(void)
{
    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);
    drawmodel();
    glutSwapBuffers();
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week11");

    glutDisplayFunc(display);
    glutMainLoop();
}

8. 打光
#include "glm.h"
GLMmodel * pmodel= NULL;
void
drawmodel(void)
{
    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();
        glRotatef(180, 0,1,0);///轉180度
        drawmodel();
     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("week11");

    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);///3D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);

    glutMainLoop();
}

鋼彈!!!

1. 把gundam還沒切開.zip裡面的Gundam.mtl跟Gundam.obj複製到freeglut\bin\data裡

2. 把程式碼的檔案名稱改掉
#include "glm.h"
GLMmodel * pmodel= NULL;
void
drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");///檔名
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}

void display()
{
    glClearColor(1,1,1,1);///加入背景色
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(180, 0,1,0);///轉180度
        drawmodel();
    glPopMatrix();
    glutSwapBuffers();
}

3. 貼圖
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLuint id1, id2;
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;
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);
}


2021年6月20日 星期日

張淳雅_Week10

 播放音檔

1. 播放一個音檔
#include <windows.h>
int main()
{
    PlaySound("shot.wav", NULL,SND_SYNC);///音檔放在freeglut\bin裡
}

2. 播放多個音檔
#include <windows.h>
int main()
{///播放聲音("檔名.wav", 空指標, 等待同步);
    PlaySound("do.wav", NULL,SND_SYNC);
    PlaySound("re.wav", NULL,SND_SYNC);
    PlaySound("mi.wav", NULL,SND_SYNC);
    PlaySound("fa.wav", NULL,SND_SYNC);
    PlaySound("so.wav", NULL,SND_SYNC);
}

3. 因為音檔時間太長,改成輸入指令並按Enter執行音檔
#include <windows.h>
#include <stdio.h>
int main()
{///播放聲音("檔名.wav", 空指標, 等待同步);
    while (1){
        char c=getchar();
        if (c=='1') PlaySound("do.wav", NULL,SND_ASYNC);
        if (c=='2') PlaySound("re.wav", NULL,SND_ASYNC);
        if (c=='3') PlaySound("mi.wav", NULL,SND_ASYNC);
        if (c=='4') PlaySound("fa.wav", NULL,SND_ASYNC);
        if (c=='5') PlaySound("so.wav", NULL,SND_ASYNC);
    }
}

    4. 因為要在按Enter太麻煩,所以改成直接按指令發聲音
#include <windows.h>
#include <GL/glut.h>
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);
}
int main(int argc, char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
}

5. 邊播放音樂邊下指令撥放其他音樂
#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h"///.h檔放在這個專案的資料夾裡
CMP3_MCI mp3;///宣告一個MP3變數
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);
}
int main(int argc, char**argv)
{
    mp3.Load("music.mp3");///檔案放在freeglut\bin裡
    mp3.Play();///播放
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
}

6. 讓左右中鍵按下並發出聲音
#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
CMP3_MCI shot1,shot2,shot3;
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);
}
void mouse(int button, int state, int x, int y)
{
    if(state==GLUT_DOWN&&button==GLUT_LEFT_BUTTON) shot1.Play();
    if(state==GLUT_DOWN&&button==GLUT_MIDDLE_BUTTON) shot2.Play();
    if(state==GLUT_DOWN&&button==GLUT_RIGHT_BUTTON) shot3.Play();
}
int main(int argc, char**argv)
{
    shot1.Load("1.wav"); shot2.Load("2.mav"); shot3.Load("3.wav");
    mp3.Load("music.mp3");
    mp3.Play();
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}

張淳雅_Week08

加入背景

1. 打開上一次的程式碼並且修改
#include <opencv/highgui.h> 
#include <opencv/cv.h>
#include <GL/glut.h>
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );///y座標上下相反
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); 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("tyler and his rose.jpg");
    id2 = myTexture("light back.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}

2. 加入光線
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );///y座標上下相反
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}

static void idle(void)
{
    glutPostRedisplay();
}

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(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("tyler and his rose.jpg");
    id2 = myTexture("light back.jpg");
    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();
}


距地表面160 Week11

 #include "glm.h" GLMmodel* pmodel = NULL; void drawmodel(void) {     if (!pmodel) { pmodel = glmReadOBJ("data/porsche.obj...