2023年5月31日 星期三

圖學 - Week16 - 總複習 ( 完成會跳舞的Robot )

1. 點線面

利用4個Vertex,在window畫出一個正方形。

```cpp

#include <GL/glut.h>
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glColor3f(0,1,0);
    glBegin(GL_POLYGON);
        glVertex2f(0.5, 0.5);
        glVertex2f(-0.5, 0.5);
        glVertex2f(-0.5, -0.5);
        glVertex2f(0.5, -0.5);
    glEnd();
    glColor3f(1,1,0);
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);

    glutMainLoop();
}

```

2. 移動

藉由motion函式移動圖形 ( 茶壺 )。

```cpp

#include <GL/glut.h>
float teapotX=0, teapotY=0;
void motion(int x, int y) 
{
    teapotX = (x-150) / 150.0;
    teapotY = (150-y) / 150.0;
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(teapotX, teapotY, 0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);

    glutMainLoop();
}

```
3. 旋轉

```cpp

#include <GL/glut.h>
float teapotX=0, teapotY=0, angle=0, oldX=0, oldY=0;
void mouse(int button, int state, int x, int y) 
{
    oldX = x;
    oldY = y;
}
void motion(int x, int y)
 {
    angle += x - oldX; ///teapotX = (x-150) / 150.0;
    oldX = x;          ///teapotY = (150-y) / 150.0;
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(angle, 0, 0, 1); ///glTranslatef(teapotX, teapotY, 0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

    glutMainLoop();
}

```

4. 移動時,列出座標

```cpp

#include <GL/glut.h>
#include <stdio.h>
float teapotX=0, teapotY=0, angle=0, oldX=0, oldY=0;
void mouse(int button, int state, int x, int y) 
{
    oldX = x;
    oldY = y;
}

void motion(int x, int y)
 {
    teapotX = (x-150) / 150.0;///angle += x - oldX; ///
    teapotY = (150-y) / 150.0;///oldX = x;          ///
    printf("glTranslatef(%.3f , %.3f , 0 );\n", teapotX, teapotY);
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,1);
        ///glTranslatef(....);
        ///glRotatef(angle, 0, 0, 1);
        ///glTranslatef(....);
        glTranslatef(teapotX, teapotY, 0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();

    glColor3f(0,1,0);
    glutSolidTeapot( 0.01 );

    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

    glutMainLoop();
}

```

5. T-R-T移動關節

```cpp

#include <GL/glut.h>
#include <stdio.h>
float teapotX=0, teapotY=0, angle=0, oldX=0, oldY=0;
void mouse(int button, int state, int x, int y) 
{
    oldX = x;
    oldY = y;
}

void motion(int x, int y)
 {
    teapotX = (x-150) / 150.0;
    teapotY = (150-y) / 150.0;
    angle += x - oldX;
    oldX = x;
    printf("glTranslatef(%.3f , %.3f , 0 );\n", teapotX, teapotY);
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,1);
        glTranslatef(-0.420 , +0.047 , 0 );  ///glTranslatef(....);
        glRotatef(angle, 0, 0, 1);
        glTranslatef(0.420 , -0.047 , 0 );  ///glTranslatef(....);
        ///glTranslatef(teapotX, teapotY, 0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();

    glColor3f(0,1,0);
    glutSolidTeapot( 0.01 );

    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

    glutMainLoop();
}

```

6. 鋼彈 OpenCV、貼圖(Texture)

```cpp

#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel * gundam = NULL;

float teapotX=0, teapotY=0, angle=0, oldX=0, oldY=0;
void mouse(int button, int state, int x, int y)
 {
    oldX = x;
    oldY = y;
}

void motion(int x, int y) {
    teapotX = (x-150) / 150.0;
    teapotY = (150-y) / 150.0;
    angle += x - oldX;
    oldX = x;
    printf("glTranslatef(%.3f , %.3f , 0 );\n", teapotX, teapotY);
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,0,0);
        glScalef(0.03, 0.03, 0.03);
        glmDraw(gundam, GLM_MATERIAL);
    glPopMatrix();

    glColor3f(0,1,0);
    glutSolidTeapot( 0.01 );

    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

    gundam = glmReadOBJ("model/gundam.obj");

    glutMainLoop();
}

```

7.貼圖材質

```cpp

#include <stdio.h>
#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"
GLMmodel * gundam = NULL;
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 teapotX=0, teapotY=0, angle=0, oldX=0, oldY=0;
void mouse(int button, int state, int x, int y) {
    oldX = x;
    oldY = y;
}

void motion(int x, int y) {
    teapotX = (x-150) / 150.0;
    teapotY = (150-y) / 150.0;
    angle += x - oldX;
    oldX = x;
    printf("glTranslatef(%.3f , %.3f , 0 );\n", teapotX, teapotY);
    glutPostRedisplay();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,1);///glColor3f(1,0,0);
        glScalef(0.03, 0.03, 0.03);
        glRotatef(angle, 0, 1, 0);
        glmDraw(gundam, GLM_MATERIAL | GLM_TEXTURE);
    glPopMatrix();

    glColor3f(0,1,0);
    glutSolidTeapot( 0.01 );

    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week16");

    glutDisplayFunc(display);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);

    gundam = glmReadOBJ("model/gundam.obj");
    myTexture("model/Diffuse.jpg");
    glEnable(GL_DEPTH_TEST);

    glutMainLoop();
}


```

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