作業一
貼上背景圖
1.下載openCV 2.1版本並安裝
2.在my earth檔案中修改程式碼讓自己的圖片成功跑出
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
GLUquadric * quad;
GLuint id;
float angle=0;
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-1,+1,0);
glTexCoord2f(1,0); glVertex3f(+1,+1,0);
glTexCoord2f(1,1); glVertex3f(+1,-1,0);
glTexCoord2f(0,1); glVertex3f(-1,-1,0);
glPopMatrix();///自動轉很帥
glFlush();
}
void timer(int t)
{ glutTimerFunc(20, timer, 0);/// 1000 msec 50fps:20msec
angle+=1;///自動轉很帥
glutPostRedisplay();
}
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 myInit()
{
quad = gluNewQuadric();
id = myTexture("we1.jpg");
}
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
glutTimerFunc(0, timer, 0);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
3.將my earth和自己機器人的專案檔(.cbp)用notepad++開啟,並複製my earth部分程式碼進去自己專案內
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="04160116_FinalProject" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="bin/Debug/04160011_hw1" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
</Target>
<Target title="Release">
<Option output="bin/Release/04160011_hw1" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Release/" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-Wall" />
<Add directory="c:/opencv2.1/include" />
<Add directory="C:\Users\user\Desktop\freeglut\include" />
</Compiler>
<Linker>
<Add library="cv210" />
<Add library="cxcore210" />
<Add library="highgui210" />
<Add library="glut32" />
<Add library="opengl32" />
<Add library="glu32" />
<Add library="winmm" />
<Add library="gdi32" />
<Add directory="c:/opencv2.1/lib" />
<Add directory="C:\Users\user\Desktop\freeglut\lib" />
</Linker>
<Unit filename="glm.cpp">
<Option compilerVar="CC" />
</Unit>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
<lib_finder disable_auto="1" />
</Extensions>
</Project>
</CodeBlocks_project_file>
4.將my earth讀程式碼加進去自己專案中,成功跑出背景圖來
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 myInit()
{
id = myTexture("we1.jpg");
}
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-1,+1,0);
glTexCoord2f(1,0); glVertex3f(+1,+1,0);
glTexCoord2f(1,1); glVertex3f(+1,-1,0);
glTexCoord2f(0,1); glVertex3f(-1,-1,0);
glEnd();
glPopMatrix();///自動轉很帥
glFlush();
}
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
GLuint id;
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
5.打光,讓自己的模型不受圖檔點影響
glEnable(GL_TEXTURE_2D);///開2D貼圖
glDisable(GL_LIGHTING);///關掉打光
glDisable(GL_TEXTURE_2D);///關掉貼圖,才不因為最後貼圖點影響你的模型
glEnable(GL_LIGHTING);///打開打光
glEnable(GL_TEXTURE_2D);///開2D貼圖
glDisable(GL_LIGHTING);///關掉打光
glDisable(GL_TEXTURE_2D);///關掉貼圖,才不因為最後貼圖點影響你的模型
glEnable(GL_LIGHTING);///打開打光

6.移3個檔案進自己的專案資料夾中

作業二
使用Timer播放
接續自己專案檔的程式碼,新增計時器的函式
void timer(int t)
{
glutTimerFunc(100,timer,t+1);
{
glutTimerFunc(100,timer,t+1);
if(fin==NULL){
fin=fopen("file.txt","r"); //開啟檔案,檔名準備好,而且是用read模式
printf("Now open a file.txt for read Mode\n");
fscanf(fin,"%f %f %f %f %f %f %f %f %f %f",&newAngle[0],&newAngle[1],&newAngle[2],&newAngle[3],&newAngle[4],&newAngle[5],&newAngle[6],&newAngle[7],&newAngle[8],&newAngle[9]
);
}
if(alpha>=1.0){
for(int i=0;i<10;i++) oldAngle[i]=newAngle[i];
fscanf(fin,"%f %f %f %f %f %f %f %f %f %f",&newAngle[0],&newAngle[1],&newAngle[2],&newAngle[3],&newAngle[4],&newAngle[5],&newAngle[6],&newAngle[7],&newAngle[8],&newAngle[9]
);
printf("Now read angle[]\n");
alpha=0.0;
}
for(int i=0;i<10;i++){
angle[i]=alpha*newAngle[i]+(1-alpha)*oldAngle[i];
}
alpha+=0.1;
glutPostRedisplay();
}int main()
{
....
glutTimerFunc(1000,timer,0);
....
}











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