2019年6月6日 星期四

Yes I do.耶死愛度 今天複習貼圖 和下載OpenCV

(1) 作業Q &A

1. 下載OpenCV (裝好才能開CodeBlocks)

        1. 去 https://sourceforge.net/projects/opencvlibrary/files/opencv-win/2.1/        

      2. 下載 OpenCV-2.1.0-win32-vs2008.exe       

      3. 要選 "Add OpenCV to the system PATH for all users"小葉說反正就是有ADD的

      4. 要放的路徑: C:\OpenCV2.1



2. 載入freeglut 
               
               1. 從Transmission Zero 下載 "freeglut 3.0.0 MinGW Package"
              2. 解壓縮後放到桌面
              3. 在lib複製一個"libfreeglut.a"命名為"libglut32.a"
              4. CodeBlocks 開
              5. File  ->  New -> Project -> GLUT Project
              6. 把location改成"C:\Users\user\Desktop\freeglut"
  

     
3. 設定載入include, bin, lib
                1. 在Build Option新增 
            2. 圖要放在freeglut的bin裏     

           

           
     

(2) 複習:貼圖texture

#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖
///程式碼是對的, 但是沒有設定好include, lib, bin
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
GLuint id;
void myInit()
{
    glEnable(GL_TEXTURE_2D);
    IplImage * img = cvLoadImage("marvel.jpg");
    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);
}
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    myInit();///我們的貼圖在這裡

    glutDisplayFunc(display);

    glutMainLoop();///之前
}



#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2;///NOW2
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background
    glBegin(GL_POLYGON);
        glTexCoord2f(0, 0); glVertex3f(-1, +1, 0);
        glTexCoord2f(0, 1); glVertex3f(-1, -1, 0);
        glTexCoord2f(1, 1); glVertex3f(+1, -1, 0);
        glTexCoord2f(1, 0); glVertex3f(+1, +1, 0);
    glEnd();
    glBindTexture(GL_TEXTURE_2D, id2);///id2 for teapot
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV

    GLuint id;
    glEnable(GL_TEXTURE_2D);
    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;
}
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡
    id2 = myTexture("teapot.jpg");

    glutDisplayFunc(display);

    glutMainLoop();///之前
}




#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2, id3;///NOW2
float a=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background
    glBegin(GL_POLYGON);
        glTexCoord2f(0, 0); glVertex3f(-1, +1, 0);
        glTexCoord2f(0, 1); glVertex3f(-1, -1, 0);
        glTexCoord2f(1, 1); glVertex3f(+1, -1, 0);
        glTexCoord2f(1, 0); glVertex3f(+1, +1, 0);
    glEnd();
    glBindTexture(GL_TEXTURE_2D, id3);///id3 for rotating square
    glPushMatrix();
        glTranslatef(0.5, 0.5, 0);
        glRotatef(a++, 0, 0, 1);
        glScalef(0.3, 0.3, 0.3);
        glBegin(GL_POLYGON);
            glTexCoord2f(0, 0); glVertex3f(-1, +1, 0);
            glTexCoord2f(0, 1); glVertex3f(-1, -1, 0);
            glTexCoord2f(1, 1); glVertex3f(+1, -1, 0);
            glTexCoord2f(1, 0); glVertex3f(+1, +1, 0);
        glEnd();
    glPopMatrix();

    glBindTexture(GL_TEXTURE_2D, id2);///id2 for teapot
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV

    GLuint id;
    glEnable(GL_TEXTURE_2D);
    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;
}
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡
    id2 = myTexture("teapot.jpg");
    id3 = myTexture("square.jpg");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glutMainLoop();///之前
}









#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖 ///貼圖需要它
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color///貼圖需要它
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2, id3;///NOW2 ///貼圖需要它
float a=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background ///貼圖需要它
    glBegin(GL_POLYGON); ///貼圖需要它
        glTexCoord2f(0, 0); glVertex3f(-1, +1, 0); ///貼圖需要它
        glTexCoord2f(0, 1); glVertex3f(-1, -1, 0); ///貼圖需要它
        glTexCoord2f(1, 1); glVertex3f(+1, -1, 0); ///貼圖需要它
        glTexCoord2f(1, 0); glVertex3f(+1, +1, 0); ///貼圖需要它
    glEnd();///貼圖需要它

    glBindTexture(GL_TEXTURE_2D, id3);///id3 for rotating square
    glPushMatrix();
        glTranslatef(0.5, 0.5, 0);
        glRotatef(a++, 0, 0, 1);
        glScalef(0.3, 0.3, 0.3);
        glBegin(GL_POLYGON);
            glTexCoord2f(0, 0); glVertex3f(-1, +1, 0);
            glTexCoord2f(0, 1); glVertex3f(-1, -1, 0);
            glTexCoord2f(1, 1); glVertex3f(+1, -1, 0);
            glTexCoord2f(1, 0); glVertex3f(+1, +1, 0);
        glEnd();
    glPopMatrix();

    glBindTexture(GL_TEXTURE_2D, id2);///id2 for teapot
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename) ///貼圖需要它
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV ///貼圖需要它
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV ///貼圖需要它

    GLuint id; ///貼圖需要它
    glEnable(GL_TEXTURE_2D); ///貼圖需要它
    glGenTextures(1, &id ); ///貼圖需要它
    glBindTexture(GL_TEXTURE_2D, id); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///貼圖需要它
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData); ///貼圖需要它
    return id;///貼圖需要它
}
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡 ///貼圖需要它
    id2 = myTexture("teapot.jpg");
    id3 = myTexture("square.jpg");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glutMainLoop();///之前
}





#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖 ///貼圖需要它
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color///貼圖需要它
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2, id3;///NOW2 ///貼圖需要它
float a=0;

#include "glm.h"///呼叫外掛 ///glm需要它
GLMmodel * pmodel=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel2=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel3=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel4=NULL;///準備指標 ///glm需要它

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background ///貼圖需要它
    glBegin(GL_POLYGON); ///貼圖需要它
        glTexCoord2f(0, 0); glVertex3f(-1, +1, 0); ///貼圖需要它
        glTexCoord2f(0, 1); glVertex3f(-1, -1, 0); ///貼圖需要它
        glTexCoord2f(1, 1); glVertex3f(+1, -1, 0); ///貼圖需要它
        glTexCoord2f(1, 0); glVertex3f(+1, +1, 0); ///貼圖需要它
    glEnd();///貼圖需要它

    if (!pmodel) { ///glm需要它
        pmodel = glmReadOBJ("body.obj"); ///glm需要它
        if (!pmodel) exit(0); ///glm需要它
        glmUnitize(pmodel); ///glm需要它
        glmFacetNormals(pmodel); ///glm需要它
        glmVertexNormals(pmodel, 90.0); ///glm需要它
    }

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();
        glRotatef(a++, 0,1,0);
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();

    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename) ///貼圖需要它
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV ///貼圖需要它
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV ///貼圖需要它

    GLuint id; ///貼圖需要它
    glEnable(GL_TEXTURE_2D); ///貼圖需要它
    glGenTextures(1, &id ); ///貼圖需要它
    glBindTexture(GL_TEXTURE_2D, id); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///貼圖需要它
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData); ///貼圖需要它
    return id;///貼圖需要它
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; ///glm需要它
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f }; ///glm需要它
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡 ///貼圖需要它
    id2 = myTexture("teapot.jpg");
    id3 = myTexture("square.jpg");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glEnable(GL_DEPTH_TEST);    ///glm需要它

    glEnable(GL_LIGHT0);  ///glm需要它
    glEnable(GL_NORMALIZE); ///glm需要它
    glEnable(GL_COLOR_MATERIAL); ///glm需要它
    glEnable(GL_LIGHTING); ///glm需要它

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient); ///glm需要它
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse); ///glm需要它
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); ///glm需要它
    glLightfv(GL_LIGHT0, GL_POSITION, light_position); ///glm需要它


    glutMainLoop();///之前
}




#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖 ///貼圖需要它
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color///貼圖需要它
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2, id3;///NOW2 ///貼圖需要它
float a=0;

#include "glm.h"///呼叫外掛 ///glm需要它
GLMmodel * pmodel=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel2=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel3=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel4=NULL;///準備指標 ///glm需要它

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background ///貼圖需要它
    glBegin(GL_POLYGON); ///貼圖需要它
        glTexCoord2f(0, 0); glVertex3f(-1, +1, -1); ///貼圖需要它
        glTexCoord2f(0, 1); glVertex3f(-1, -1, -1); ///貼圖需要它
        glTexCoord2f(1, 1); glVertex3f(+1, -1, -1); ///貼圖需要它
        glTexCoord2f(1, 0); glVertex3f(+1, +1, -1); ///貼圖需要它
    glEnd();///貼圖需要它

    if (!pmodel) { ///glm需要它
        pmodel = glmReadOBJ("body.obj"); ///glm需要它
        if (!pmodel) exit(0); ///glm需要它
        ///glmUnitize(pmodel); ///glm需要它
        glmFacetNormals(pmodel); ///glm需要它
        glmVertexNormals(pmodel, 90.0); ///glm需要它
    }

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();
        glRotatef(a++, 0,1,0);
        glScalef(0.2, 0.2, 0.2);
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();

    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename) ///貼圖需要它
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV ///貼圖需要它
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV ///貼圖需要它

    GLuint id; ///貼圖需要它
    glEnable(GL_TEXTURE_2D); ///貼圖需要它
    glGenTextures(1, &id ); ///貼圖需要它
    glBindTexture(GL_TEXTURE_2D, id); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///貼圖需要它
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData); ///貼圖需要它
    return id;///貼圖需要它
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; ///glm需要它
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f }; ///glm需要它
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡 ///貼圖需要它
    id2 = myTexture("teapot.jpg");
    id3 = myTexture("square.jpg");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glEnable(GL_DEPTH_TEST);    ///glm需要它

    glEnable(GL_LIGHT0);  ///glm需要它
    glEnable(GL_NORMALIZE); ///glm需要它
    glEnable(GL_COLOR_MATERIAL); ///glm需要它
    glEnable(GL_LIGHTING); ///glm需要它

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient); ///glm需要它
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse); ///glm需要它
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); ///glm需要它
    glLightfv(GL_LIGHT0, GL_POSITION, light_position); ///glm需要它

    glMatrixMode(GL_PROJECTION); ///投影矩陣相關 戴好我們的正確度數的眼睛
    glLoadIdentity();  ///投影矩陣相關 戴好我們的正確度數的眼睛
    glOrtho(-1,+1, -1,+1, -100,+100); ///投影矩陣相關 戴好我們的正確度數的眼睛
    glMatrixMode(GL_MODELVIEW);  ///投影矩陣相關 切換回我們正確的矩陣

    glutMainLoop();///之前

}





#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖 ///貼圖需要它
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color///貼圖需要它
///程式碼是對的, 但是沒有設定好include, lib, bin
GLuint id1, id2, id3;///NOW2 ///貼圖需要它
float a=0;

#include "glm.h"///呼叫外掛 ///glm需要它
GLMmodel * pmodel=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel2=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel3=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel4=NULL;///準備指標 ///glm需要它

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background ///貼圖需要它
    glBegin(GL_POLYGON); ///貼圖需要它
        glTexCoord2f(0, 0); glVertex3f(-1, +1, -1); ///貼圖需要它
        glTexCoord2f(0, 1); glVertex3f(-1, -1, -1); ///貼圖需要它
        glTexCoord2f(1, 1); glVertex3f(+1, -1, -1); ///貼圖需要它
        glTexCoord2f(1, 0); glVertex3f(+1, +1, -1); ///貼圖需要它
    glEnd();///貼圖需要它

    if (!pmodel) { ///glm需要它
        pmodel = glmReadOBJ("body.obj"); ///glm需要它
        if (!pmodel) exit(0); ///glm需要它
        ///glmUnitize(pmodel); ///glm需要它
        glmFacetNormals(pmodel); ///glm需要它
        glmVertexNormals(pmodel, 90.0); ///glm需要它
    }

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();
        glRotatef(a++, 0,1,0);
        glScalef(0.2, 0.2, 0.2);
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();

    if (!pmodel2) { ///glm需要它
        pmodel2 = glmReadOBJ("head.obj"); ///glm需要它
        if (!pmodel2) exit(0); ///glm需要它
        ///glmUnitize(pmodel2); ///glm需要它
        glmFacetNormals(pmodel2); ///glm需要它
        glmVertexNormals(pmodel2, 90.0); ///glm需要它
    }

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();
        glRotatef(a, 0,1,0);
        glScalef(0.2, 0.2, 0.2);
        glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();

    glutSwapBuffers();
}
///void myInit()
GLuint myTexture(char * filename) ///貼圖需要它
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV ///貼圖需要它
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV ///貼圖需要它

    GLuint id; ///貼圖需要它
    glEnable(GL_TEXTURE_2D); ///貼圖需要它
    glGenTextures(1, &id ); ///貼圖需要它
    glBindTexture(GL_TEXTURE_2D, id); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///貼圖需要它
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///貼圖需要它
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData); ///貼圖需要它
    return id;///貼圖需要它
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; ///glm需要它
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; ///glm需要它
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f }; ///glm需要它
int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("marvel.jpg"); ///myInit();///我們的貼圖在這裡 ///貼圖需要它
    id2 = myTexture("teapot.jpg");
    id3 = myTexture("square.jpg");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glEnable(GL_DEPTH_TEST);    ///glm需要它

    glEnable(GL_LIGHT0);  ///glm需要它
    glEnable(GL_NORMALIZE); ///glm需要它
    glEnable(GL_COLOR_MATERIAL); ///glm需要它
    glEnable(GL_LIGHTING); ///glm需要它

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient); ///glm需要它
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse); ///glm需要它
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); ///glm需要它
    glLightfv(GL_LIGHT0, GL_POSITION, light_position); ///glm需要它

    glMatrixMode(GL_PROJECTION); ///投影矩陣相關 戴好我們的正確度數的眼睛
    glLoadIdentity();  ///投影矩陣相關 戴好我們的正確度數的眼睛
    glOrtho(-1,+1, -1,+1, -100,+100); ///投影矩陣相關 戴好我們的正確度數的眼睛
    glMatrixMode(GL_MODELVIEW);  ///投影矩陣相關 切換回我們正確的矩陣

    glutMainLoop();///之前

}

(3) 複習:打光


(4) 複習:模型

#include <GL/glut.h>
#include <opencv/highgui.h> ///OpenCV High GUI讀圖
#include <opencv/cv.h> ///OpenCV cvCvtColor() to convert color
///程式碼是對的, 但是沒有設定好include, lib, bin

#include "glm.h"///呼叫外掛 ///glm需要它
#include <stdio.h>///NOW_FILE (0)


#include <mmsystem.h>///Now (1)
float nowX=0;///NOW2

GLuint id1, id2, id3;///NOW2

float oldAngle[20];///NOW4
float newAngle[20];///NOW4

float angle[20];///NOW2
int angleID=1;///NOW3
FILE * fout = NULL;///NOW_FILE (1)
FILE * fin = NULL;///NOW_FILE_READ (1)

GLMmodel * pmodel=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel2=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel3=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel4=NULL;///準備指標 ///glm需要它
GLMmodel * pmodel5=NULL;///準備指標 ///glm需要它

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[] = { -7,-10, -13, -1 };

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 };

void myReadAllModels()
{
     if (!pmodel) {                              ///now要有3D Model
    pmodel = glmReadOBJ("body.obj");             ///now要有3D Model
    if (!pmodel) exit(0);                       ///now要有3D Model
    ///glmUnitize(pmodel);                         ///now要有3D Model
    glmFacetNormals(pmodel);                    ///now要有3D Model
    glmVertexNormals(pmodel, 90.0);             ///now要有3D Model
    }
    if (!pmodel2) {                              ///now要有3D Model
    pmodel2 = glmReadOBJ("hand.obj");             ///now要有3D Model
    if (!pmodel2) exit(0);                       ///now要有3D Model
    ///glmUnitize(pmodel2);                         ///now要有3D Model
    glmFacetNormals(pmodel2);                    ///now要有3D Model
    glmVertexNormals(pmodel2, 90.0);             ///now要有3D Model
    }
    if (!pmodel3) {                              ///now要有3D Model
    pmodel3 = glmReadOBJ("hand1.obj");             ///now要有3D Model
    if (!pmodel3) exit(0);                       ///now要有3D Model
    ///glmUnitize(pmodel);                         ///now要有3D Model
    glmFacetNormals(pmodel3);                    ///now要有3D Model
    glmVertexNormals(pmodel3, 90.0);             ///now要有3D Model
    }
    if (!pmodel4) {                              ///now要有3D Model
    pmodel4 = glmReadOBJ("foot.obj");             ///now要有3D Model
    if (!pmodel4) exit(0);                       ///now要有3D Model
    ///glmUnitize(pmodel);                         ///now要有3D Model
    glmFacetNormals(pmodel4);                    ///now要有3D Model
    glmVertexNormals(pmodel4, 90.0);             ///now要有3D Model
    }
    if (!pmodel5) {                              ///now要有3D Model
    pmodel5 = glmReadOBJ("foot1.obj");             ///now要有3D Model
    if (!pmodel5) exit(0);                       ///now要有3D Model
    ///glmUnitize(pmodel);                         ///now要有3D Model
    glmFacetNormals(pmodel5);                    ///now要有3D Model
    glmVertexNormals(pmodel5, 90.0);             ///now要有3D Model
    }

}
void display()
{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, id1);///id1 for background
    glBegin(GL_POLYGON);
        glTexCoord2f(0, 0); glVertex3f(-1.5, +1.5, 0.5);
        glTexCoord2f(0, 1); glVertex3f(-1.5, -1.5, 0.5);
        glTexCoord2f(1, 1); glVertex3f(+1.5, -1.5, 0.5);
        glTexCoord2f(1, 0); glVertex3f(+1.5, +1.5, 0.5);
    glEnd();
    myReadAllModels();

    glPushMatrix();
        glScalef(0.2,0.2,0.2);
        glTranslatef(0, 0, 0);
        glRotatef(angle[5],0,1,0);///NOW2 ///(2)旋轉


        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

        glPushMatrix();///右邊
            glTranslatef(-1.2, 1.2, 0);///NOW2 (3)掛上去
            glRotatef(angle[1],0,0,1);///NOW2 ///(2)旋轉
            glRotatef(angle[6],1,0,0);///NOW2 ///(2)旋轉
            glTranslatef(0, -1.1, 0);///NOW2 (1)旋轉中心
                glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
        glPushMatrix();///右邊
            glTranslatef(1.2, 1.2, 0);///NOW2 (3)掛上去
            glRotatef(angle[2],0,0,1);///NOW2 ///(2)旋轉
            glRotatef(angle[7],1,0,0);///NOW2 ///(2)旋轉
            glTranslatef(0, -1.1, 0);///NOW2 (1)旋轉中心

                glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
        glPushMatrix();///右邊
            glTranslatef(-0.7, -1, 0);///NOW2 (3)掛上去
            glRotatef(angle[3],0,0,1);///NOW2 ///(2)旋轉
            glRotatef(angle[8],1,0,0);///NOW2 ///(2)旋轉
            glTranslatef(0, -1.1, 0);///NOW2 (1)旋轉中心

                glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
        glPushMatrix();///右邊
            glTranslatef(0.7, -1, 0);///NOW2 (3)掛上去
            glRotatef(angle[4],0,0,1);///NOW2 ///(2)旋轉
            glRotatef(angle[9],1,0,0);///NOW2 ///(2)旋轉
            glTranslatef(0, -1.1, 0);///NOW2 (1)旋轉中心

                glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
            glPopMatrix();
    glPopMatrix();


    glutSwapBuffers();
}
int oldX=0;///NOW2
void mouse(int button, int state, int x, int y)///NOW2
{///NOW2
    oldX = x;///NOW2
}

void motion(int x, int y)///NOW2
{///NOW2
    angle[angleID] += x-oldX;///NOW3
    oldX = x;///NOW2
    ///if(fout == NULL) fout = fopen("motion.txt", "w+");///NOW_FILE (2)
    for(int i=0;i<20;i++){///NOW3
        printf(" %.2f ", angle[i]);///NOW3
        ///fprintf(fout, " %.2f ", angle[i]);///NOW_FILE
    }
    printf("\n");///NOW3
    ///fprintf(fout, "\n");///NOW_FILE
    display();///NOW2
}

#include <math.h>///for sin() cos() ///NOW3
float eyeX=2, eyeY=0, eyeZ=0; ///NOW3

void timer(int t){///NOW4

     glMatrixMode(GL_PROJECTION); ///NOW4
     glLoadIdentity(); ///NOW4
     gluPerspective(60, 1.0, 0.001, 1000);///NOW5

     float ang = (t/180.0)*3.1415926; ///NOW3
     eyeX=0.5*cos(ang); ///NOW3
     eyeZ=1*sin(ang); ///NOW3

    glutTimerFunc(33, timer, t+1);///NOW4 變快了.. 撥好下個timer的時間..等一下它會醒來

      glMatrixMode(GL_MODELVIEW);///NOW3
      glLoadIdentity();///NOW3
      if(t<100)
      gluLookAt( 0, 0, -1.5,///eye ///NOW3
                      0, 0, 0,///center ///NOW3
                      0, 1, 0);///up    ///NOW3

      if(t>=100&&t<150)
      gluLookAt( -0.5, 0.5, -1,///eye ///NOW3
                 0, 0, 0,///center ///NOW3
                 0, 1, 0);///up    ///NOW3
                 if(t>=150&&t<300)
                  gluLookAt( 0.5, 0.5, -1,///eye ///NOW3
                     0, 0, 0,///center ///NOW3
                     0, 1, 0);///up    ///NOW3
                     if(t>=300&&t<=400)
                       gluLookAt( -0.5, -0.5, -1,///eye ///NOW3
                         0, 0, 0,///center ///NOW3
                         0, 1, 0);///up    ///NOW3
                   if(t>400)
                   gluLookAt( 0, 0, -1.5,///eye ///NOW3
                      0, 0, 0,///center ///NOW3
                      0, 1, 0);///up    ///NOW3


    if(t%30==0){///關鍵的時間 每過1秒,讀新的 ///NOW4
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW4
        for(int i=0; i<20; i++){///NOW4
            oldAngle[i] = newAngle[i];///NOW4 原本的新的,就變舊的
            fscanf(fin, "%f", &newAngle[i]);///NOW4 再從檔案,讀入新的
        }///NOW2
    }
    float alpha= (t%30)/30.0;///NOW4 算出alpha值 0.0 ... 1.0
    for(int i=0; i<20; i++){///NOW4 20個關節角度
        angle[i] = alpha * newAngle[i] + (1-alpha) * oldAngle[i];///NOW4 都要做內插
    }

    glutPostRedisplay();///NOW4 重畫畫面


}


void keyboard(unsigned char key, int x, int y)///NOW3
{///NOW3
    if(key=='1') angleID=1; ///NOW3
    if(key=='2') angleID=2;///NOW3
    if(key=='3') angleID=3;///NOW3
    if(key=='4') angleID=4;///NOW3
    if(key=='5') angleID=5;///NOW3
    if(key=='6') angleID=6;///NOW3
    if(key=='7') angleID=7;///NOW3
    if(key=='8') angleID=8;///NOW3
    if(key=='9') angleID=9;///NOW3
    if(key=='0') angleID=0;///NOW3
    if(key=='w'){///只有按下'w'才存1組動作 (1行)
        if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW
        for(int i=0; i<20; i++){///NOW
              fprintf(fout, " %.1f ", angle[i]);///NOW
        }///NOW
        fprintf(fout, "\n");///NOW
    }///NOW
    if(key=='r'){
        if(fin==NULL) fin = fopen("motion.txt", "r");///NOW_FILE_READ (2)
        ///scanf("%d", &n);
        for(int i=0;i<20; i++){///NOW_FILE_READ
            fscanf(fin, "%f", &angle[i]);///NOW_FILE_READ

        }
    }

    if(key=='p' || key=='t'){///NOW3 Play!!!!!!! timer 叫起來
        glutTimerFunc(500, timer, 0);///NOW3 撥好第1個timer的時間.... 等一下它會醒來
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
        for(int i=0; i<20; i++){///NOW3
            fscanf(fin, "%f", &newAngle[i]);///NOW4
        }///NOW2
    }

    if(key=='p'){
    PlaySoundA("Ball.wav", NULL, SND_ASYNC);
    }
    glutPostRedisplay();///NOW_FILE_READ 和 display()很像
}
///void myInit()
GLuint myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///NOW OpenCV
    cvCvtColor(img, img, CV_BGR2RGB);///convert color ///NOW OpenCV

    GLuint id;
    glEnable(GL_TEXTURE_2D);
    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;
}




int main(int argc, char **argv)
{
    ///IplImage * img = cvLoadImage("marvel.jpg");
    ///cvShowImage("opencv", img);
    ///cvWaitKey(0);///等你按按鍵
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutInitWindowSize(600,600);///可以開大一點的window
    glutCreateWindow("GLUT");///之後
    ///建好GLUT視窗,可以開始準備 3D 貼圖 (要在create...MainLoop才能建貼圖)
    id1 = myTexture("GOOD2.jpg"); ///myInit();///我們的貼圖在這裡
    id2 = myTexture("GOOD1.jpg");
    id3 = myTexture("GOOD.jpg");
    glutKeyboardFunc(keyboard);///NOW3
    glutMouseFunc(mouse);///NOW2
    glutMotionFunc(motion);///NOW2
    glutDisplayFunc(display);


    glClearColor(1,1,1,1);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    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();///之前

}

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