2022電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2022年6月26日 星期日
week16-許皓翔
void myInterpolate(float alpha)
{
for(int i=0;i<20;i++)
{
angle[i]=alpha*NewAngle[i]+(1-alpha)*OldAngle[i];
printf("%.2f",angle[i]);
}
printf("\n");
glutPostRedisplay();
}
void timer(int t)
{
float alpha =(t%50)/50.0;
if(t%50==0)myRead();
myInterpolate(alpha);
glutTimerFunc(33,timer,t+1);
}
#include<GL/glut.h>
void motion(int x,int y)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt((x-150)/15.0,(y-150)/15.0,3,
0,0,0,
0,1,0);
glutPostRedisplay();
}
void reshape(int w, int h)
{///aspect ratio
const float ar = (float) w / (float) h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);///投影,把3D投影到2D
glLoadIdentity();
gluPerspective(60,ar,0.1,100);
//glFrustum(, ar, -1.0, 1.0, 2.0, 100.0);
///3D經過轉換到你最後的攝影機
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,3,0,0,0,0,1,0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glColor3f(1,1,0);
glutSolidTeapot(1);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 camera lookat");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
week14-讀寫
練習開檔關檔
加上以下程式碼
FILE *fout=NULL;
void myWrite()
{
if(fout==NULL)
fout=fopen("file.txt","w+");
for(int i=0;i<20;i++)
{
fprintf(fout,"%.2f",angle[i]);
}
}
myWrite();
用notpad++改workin dir=""
時間軸
2022年6月24日 星期五
2022年6月23日 星期四
學習筆記week16
上周做出了一個有包含關節的人,可記錄動作亦可讀取內容。但目前只能一步一步來,動作不流暢,感覺所有的關節都瞬間移動了。所以這次要來分割動作,將一步變成幾十步。
time: 這個動作到下個動作之前經過了多少時間(例:0.5表示經過了一半) ,數值可以從0到無限大。
alpha: 幾乎跟time一樣,只不過這是為了做運算用的,而且因為牽扯到函式,數值只能在0到1之間。
angle: 一個關節的角度,可以是任何數值。
因為會用到數學函式,我請來了Excel來幫忙計算。
現在來看看這份表格:
如果開始角度是A,結束時角度是B,則各角度為: B*alpha+(1-alpha)*A
alpha數值雖然只能在0到1之間,但是可以被切成無限多份。
0到1之間的數字越多速度越慢,動作會更流暢。
相反地,0到1之間的數字越多速度越快,但動作更不流暢。
如果要做成動畫,這唯一的函數會運用好幾百次!
學習筆記 week15
先來複習怎麼發出聲音吧
1.創建資料夾(week15_1)
2.開codeblocks創建新檔案
3.存成week15_1.cpp
4.放上程式碼:
#include <windows.h>
int main()
{
PlaySound("TestSound.wav",NULL,SND_SYNC);
}
5.將TestSound.wav放在week15_1裡面
6.在執行之前別忘了確認winmm資料庫在不在(Settings>>Complier>>Linker Settings),如果沒有,只需要按add即可
7.執行
一小段聲音就這樣被播放了
PlaySound("TestSound.wav",NULL,SND_SYNC); 可以換成:
PlaySound("TestSound.wav",NULL,SND_ASYNC);
為了比較一下,我們需要<stdio.h>
#include <windows.h>
#include <stdio.h>
int main()
{
printf("Start\n");
PlaySound("TestSound.wav",NULL,SND_SYNC);
printf("End\n");
}
使用SND_SYNC時,Start會先跑出來,播放聲音後,在顯示End。
換成SND_ASYNC後,Start跟End同時出現,不等待聲音播完。如果程式碼太短導致聲音來不及播放,可以用個scanf拖延一下時間。
目前這個資料庫只能播放wav檔,想播放mp3檔案時...
1.保留現在這個檔案
2.下載CMP3_MCI.h(應該有個地方可以下載,當時老師沒有特別解釋)
3.跟音檔一樣,放在同一個資料夾裡面
4.將TestSound.wav轉成TestSound.mp3,放在同一個資料夾裡面
不要直接改檔按形式(在.wav 後面按BackSpace),會出錯!
#include <stdio.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
int main()
{
printf("Start\n");
mp3.Load("TestSound.mp3");
mp3.Play();
int n;
scanf("%d",&n);
printf("End\n");
}
這東西沒有同步的問題,所以必須用scanf,我們也暫時不會需要n
接著,回到上周的存檔讀檔... 最後的檔案應該會像這樣子
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={},oldX=0;
int angleID=0;
FILE*fout=NULL,*fin=NULL;
void myWrite(){
if(fout==NULL) fout=fopen("file.txt","w+");
for(int i=0;i<8;i++){
printf("%.2f ",angle[i]);
fprintf(fout,"%.2f",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void myRead(){
if(fout!=NULL){fclose(fout),fout=NULL;}
if(fin==NULL) fin=fopen("file.txt","r");
for(int i=0;i<8; i++){
fscanf(fin,"%f",&angle[i]);
}
glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='s')myWrite(); ///加這一行
if(key=='r')myRead();
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void mouse(int button,int state,int x,int y){
oldX=x;
}
void motion(int x,int y){
angle[angleID]+=(x-oldX);
myWrite(); ///刪掉這一行
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
glRectf(0.3,0.5,-0.3,-0.2);
glPushMatrix();
glTranslatef(0.3,0.5,0);
glRotatef(angle[0],0,0,1);
glTranslatef(-0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(0.3,0.5,0.8,0.3);
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.5,0);
glRotatef(angle[2],0,0,1);
glTranslatef(0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(-0.3,0.5,-0.8,0.3);
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(-0.8,0.5,-1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main (int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14_2");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
學習筆記 week14
可以自由做出想要的動作之後,接著就可以開始製作動畫了
動畫是由很多個動作所組成的,因此我們需要一張包含所有動作的清單。
在此之前,先來了解如何創建檔案
先建立一個空資料夾
創建一個檔案(week14_1.cpp)
放入程式碼:
#include <stdio.h>
int main()
{
///如何寫檔:
FILE*fout=fopen("file.txt","w+");
fprintf(fout,"angle1 %d\n", 999);
fclose(fout);
///如何讀檔:
char line[200];
int a;
FILE*fin=fopen("file.txt","r");
fscanf(fin, "%s %d",line,&a);
printf("Char:%s Int:%d\n",line,a);
fclose(fin);
}
不需要在意file.txt,等等他會自己生成
現在,資料應該可以被正常讀取了
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={},oldX=0;
int angleID=0;
FILE*fout=NULL,*fin=NULL;
void myWrite(){
if(fout==NULL) fout=fopen("file.txt","w+");
for(int i=0;i<8;i++){
printf("%.2f ",angle[i]);
fprintf(fout,"%.2f",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void myRead(){
if(fout!=NULL){fclose(fout),fout=NULL;}
if(fin==NULL) fin=fopen("file.txt","r");
for(int i=0;i<8; i++){
fscanf(fin,"%f",&angle[i]);
}
glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='r')myRead();
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void mouse(int button,int state,int x,int y){
oldX=x;
}
void motion(int x,int y){
angle[angleID]+=(x-oldX);
myWrite();
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
glRectf(0.3,0.5,-0.3,-0.2);
glPushMatrix();
glTranslatef(0.3,0.5,0);
glRotatef(angle[0],0,0,1);
glTranslatef(-0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(0.3,0.5,0.8,0.3);
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.5,0);
glRotatef(angle[2],0,0,1);
glTranslatef(0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(-0.3,0.5,-0.8,0.3);
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(-0.8,0.5,-1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main (int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14_2");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
利用這項功能,我們可以輕鬆紀錄每個動作。但是因為寫檔程式會將全部的內容刪掉後重頭開始寫...所以一次不要做太多,並請務必備份!
week16
1.內插
用excel學習內插
2.鏡頭
```c
#include <GL/glut.h>
void motion(int x,int y)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt((x-150)/15.0,(y-150)/15.0,3,
0,0,0,
0,1,0);
glutPostRedisplay();
}
void reshape(int w, int h)
{///aspect ratio
const float ar = (float) w / (float) h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);///投影,把3D投影到2D
glLoadIdentity();
gluPerspective(60,ar,0.1,100);
//glFrustum(, ar, -1.0, 1.0, 2.0, 100.0);
///3D經過轉換到你最後的攝影機
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,3,0,0,0,0,1,0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glColor3f(1,1,0);
glutSolidTeapot(1);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 camera lookat");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
```c
week15
複習怎麼發出聲音
way1:
將TestSound.wav放在程式執行檔裡面
在執行之前Settings>>Complier>>Linker Settings加入winmm
```c
#include <windows.h>
int main()
{
PlaySound("TestSound.wav",NULL,SND_SYNC);
}
```c
way2:
下載CMP3_MCI.h
放在程式的資料夾裡
```c
#include <windows.h>
#include <stdio.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
int main()
{
printf("Start\n");
mp3.Load("TestSound.mp3");
mp3.Play();
int n;
scanf("%d",&n);
printf("End\n");
}
```c
把聲音加入上週的程式碼
```c
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={},oldX=0;
int angleID=0;
FILE*fout=NULL,*fin=NULL;
void myWrite(){
if(fout==NULL) fout=fopen("file.txt","w+");
for(int i=0;i<8;i++){
printf("%.2f ",angle[i]);
fprintf(fout,"%.2f",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void myRead(){
if(fout!=NULL){fclose(fout),fout=NULL;}
if(fin==NULL) fin=fopen("file.txt","r");
for(int i=0;i<8; i++){
fscanf(fin,"%f",&angle[i]);
}
glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='s')myWrite(); ///加這一行
if(key=='r')myRead();
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void mouse(int button,int state,int x,int y){
oldX=x;
}
void motion(int x,int y){
angle[angleID]+=(x-oldX);
myWrite(); ///刪掉這一行
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
glRectf(0.3,0.5,-0.3,-0.2);
glPushMatrix();
glTranslatef(0.3,0.5,0);
glRotatef(angle[0],0,0,1);
glTranslatef(-0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(0.3,0.5,0.8,0.3);
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.5,0);
glRotatef(angle[2],0,0,1);
glTranslatef(0.3,-0.4,0);
glColor3f(1,0,0);
glRectf(-0.3,0.5,-0.8,0.3);
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0.8,-0.4,0);
glColor3f(0,1,0);
glRectf(-0.8,0.5,-1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main (int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14_2");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
```c
2022年6月22日 星期三
week12-筆記
2-1.去https://120.125.80.50/GL/
加上變數angle
glTranslatef(0.3,0,0);
glTranslatef(0.2,0,0);
glTranslatef(0.2,0,0);
複製小茶壺到PopMastrix();
訂閱:
意見 (Atom)









