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();
}


距地表面160 Week04

  • 寫座標 

#include <GL/glut.h> ///使用 GLUT外掛

#include <stdio.h> ///為了printf()

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清背景

    glutSolidTeapot(0.3);

    glutSwapBuffers();///更新畫面

}

void mouse( int button, int state,  int x ,  int y )

{                                                  左中右                     上下            x座標        y座標

    printf("button:%d state:%d x:%d y:%d\n",button,state,x,y);

}

int main(int argc, char **argv) ///main()函式

{

    glutInit(&argc, argv);///(1)Inet初始化GLUT

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("08160342 WEEEEE");///(3)建立GLUT視窗

    glutDisplayFunc(display);///(4)準備 display()函式

    glutMouseFunc(mouse); ///註冊mouse函式

    glutMainLoop();///(5)主要函式

}

-------------------------------------------------------------------------

  • 用滑鼠fafa


#include <GL/glut.h> ///使用 GLUT外掛
int N=0,vx[3000],vy[3000];
void display()
{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清背景

    glBegin(GL_LINE_LOOP);
    for(int i=0;i<N;i++){
            glVertex2f((vx[i]-150)/150.0,-(vy[i]-150)/150.0);
    }                                  減一半再除一半        減一半再除一半 加負號
    glEnd();

    glutSwapBuffers();///更新畫面
}
void motion( int x,int y)
{
    vx[N]=x; vy[N]=y;
    N++;
    display();
}
int main(int argc, char **argv) ///main()函式
{
    glutInit(&argc, argv);///(1)Inet初始化GLUT
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("08160342 WEEEEE");///(3)建立GLUT視窗
    glutDisplayFunc(display);///(4)準備 display()函式

    glutMotionFunc(motion);
    glutMainLoop();///(5)主要函式

}


-------------------------------------------------------------------------


  • 安培


物體旋轉的方向=箭頭方向(安培右手)

X=1.00,Y= 1.00


























距地表面160 Week03

  • Github

  1. 註冊 github.com
  2. 認證email,再6碼認證
  3. 改 profile 的照片
小笨狗你害我好丟臉
--------------------------------------------------------------------------
  1. 新增專案倉庫


  2. -------------------------------------------------------------------------------
    畫圓程式碼
#include <GL/glut.h>


static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glColor3f(1,1,0);///上色
    glutSolidSphere(0.5,30,30);
    glutSwapBuffers();///更新畫面
    }

int main(int argc, char *argv[]) ///main()函式
{
    glutInit(&argc, argv);///(1)Inet初始化GLUT
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

     glutCreateWindow("Week03-circle");///(3)建立GLUT視窗
    glutDisplayFunc(display);///(4)準備 display()函式
    glutMainLoop();///(5)主要函式

}

--------------------------------------------------------------------------

#include <GL/glut.h>
#include <math.h>

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glColor3f(1,0,0);///上色
    glBegin(GL_POLYGON);
    for(int i=0;i<30;i++){
        float a= 3.1415926*2/30*i;
        glVertex2f(0.5+0.1*cos(a),0.2*sin(a));
    }
    glEnd();
    glutSwapBuffers();///更新畫面
    }

int main(int argc, char *argv[]) ///main()函式
{
    glutInit(&argc, argv);///(1)Inet初始化GLUT
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

     glutCreateWindow("Week03-circle");///(3)建立GLUT視窗
    glutDisplayFunc(display);///(4)準備 display()函式
    glutMainLoop();///(5)主要函式

}




電腦圖學week12

  安裝3D Explorer, 

   解壓縮、匯入Gundam 的 OBJ檔

左上角另存,Sample APP要勾
開一個OpenGL專案
把gundam.cpp跟gundam.bmp放到專案資料夾裡
刪掉原本的main.c
加入gundam.cpp



前面新增兩個define

#define GL_BGR_EXT 0x80E0

#define GL_BGRA_EXT 0x80E1









註解palette的兩行程式碼

///(LPLOGPALETTE) lpPalette = (LPLOGPALETTE)HeapAlloc (hHeap, 0,

/// sizeof (LOGPALETTE) + (nColors * sizeof (PALETTEENTRY)));




註解掉下面的👇

///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);

用我們教過的👇

glRotatef( nAngle, 0, 1, 0 );

glScalef( 3, 3, 3);

開啟 Maya,Import obj模型,選取你要的部分, Export Selection,匯成 .obj .mtl檔


距地表面160 Week11

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