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127 changes: 105 additions & 22 deletions src/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -16,27 +16,110 @@ static void render() {
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.5f, -0.5f, 0.0f);
CHECK_GL(glEnd());
/* glBegin(GL_TRIANGLES); */
/* constexpr int n = 100; */
/* constexpr float pi = 3.1415926535897f; */
/* float radius = 0.5f; */
/* float inner_radius = 0.25f; */
/* static int x = 0; */
/* x++; */
/* if (x > n) */
/* x -= n; */
/* for (int i = 0; i < x; i++) { */
/* float angle = i / (float)n * pi * 2; */
/* float angle_next = (i + 1) / (float)n * pi * 2; */
/* glVertex3f(0.0f, 0.0f, 0.0f); */
/* glVertex3f(radius * sinf(angle), radius * cosf(angle), 0.0f); */
/* glVertex3f(radius * sinf(angle_next), radius * cosf(angle_next), 0.0f); */
/* glVertex3f(inner_radius * sinf(angle), inner_radius * cosf(angle), 0.0f); */
/* glVertex3f(inner_radius * sinf(angle_next), inner_radius * cosf(angle_next), 0.0f); */
/* glVertex3f(inner_radius * sinf(angle), inner_radius * cosf(angle), 0.0f); */
/* glVertex3f(radius * sinf(angle_next), radius * cosf(angle_next), 0.0f); */
/* } */
/* CHECK_GL(glEnd()); */
}

static void render_round() {
glBegin(GL_TRIANGLES);
constexpr int n = 100;
constexpr float pi = 3.1415926535897f;
float radius = 0.5f;
float inner_radius = 0.25f;
static int x = 0;
x++;
if (x > n)
x -= n;
for (int i = 0; i < x; i++) {
float angle = i / (float)n * pi * 2;
float angle_next = (i + 1) / (float)n * pi * 2;
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(radius * sinf(angle), radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next), radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle), inner_radius * cosf(angle), 0.0f);
glVertex3f(inner_radius * sinf(angle_next), inner_radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle), inner_radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next), radius * cosf(angle_next), 0.0f);
}
CHECK_GL(glEnd());
}

static void render_opencv() {
glBegin(GL_TRIANGLES);

constexpr int n = 360;
constexpr float pi = 3.1415926535897f;
constexpr float stopAngle = 11.0 / 12.0 * pi * 2;
float radius = 0.1f;
float far = 2 * radius;
float inner_radius = 0.06f;
/*static int x = 0;
x++;
if (x > n)
{return;}*/
for (int i = 0; i < n; i++) {
float angle = i / (float)n * pi * 2;
float angle_next = (i + 1) / (float)n * pi * 2;
//glVertex3f(0.0f, 0.0f, 0.0f);
// Բ1
if (0.f <= angle && 1.0f / 12.0f * pi * 2 > angle ||
11.0f / 12.0f * pi * 2 <= angle)
{
glColor3f(0.0f, 0.0f, 0.0f);
}
else {
glColor3f(0.0f, 0.0f, 1.0f);
}
glVertex3f(radius * sinf(angle) + far, radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next) + far, radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle) + far, inner_radius * cosf(angle), 0.0f);
glVertex3f(inner_radius * sinf(angle_next) + far, inner_radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle) + far, inner_radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next) + far, radius * cosf(angle_next), 0.0f);

}

for (int i = 0; i < n; i++) {
float angle = i / (float)n * pi * 2;

float angle_next = (i + 1) / (float)n * pi * 2;

// Բ2
if (1.0f / 12.0f * pi * 2 < angle && 3.0f / 12.0f * pi * 2 > angle)
{
glColor3f(0.0f, 0.0f, 0.0f);
}
else {
glColor3f(0.0f, 1.0f, 0.0f);
}
;
glVertex3f(radius * sinf(angle) - far, radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next) - far, radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle) - far, inner_radius * cosf(angle), 0.0f);
glVertex3f(inner_radius * sinf(angle_next) - far, inner_radius * cosf(angle_next), 0.0f);
glVertex3f(inner_radius * sinf(angle) - far, inner_radius * cosf(angle), 0.0f);
glVertex3f(radius * sinf(angle_next) - far, radius * cosf(angle_next), 0.0f);
}

for (int i = 0; i < n; i++) {
float angle = i / (float)n * pi * 2;

float angle_next = (i + 1) / (float)n * pi * 2;

// Բ3
if (5.0f / 12.0f * pi * 2 < angle && 7.0f / 12.0f * pi * 2 > angle)
{
glColor3f(0.0f, 0.0f, 0.0f);
}
else {
glColor3f(1.0f, 0.0f, 0.0f);
}
glVertex3f(radius * sinf(angle) , radius * cosf(angle) + far, 0.0f);
glVertex3f(radius * sinf(angle_next) , radius * cosf(angle_next) + far, 0.0f);
glVertex3f(inner_radius * sinf(angle) , inner_radius * cosf(angle) + far, 0.0f);
glVertex3f(inner_radius * sinf(angle_next) , inner_radius * cosf(angle_next) + far, 0.0f);
glVertex3f(inner_radius * sinf(angle) , inner_radius * cosf(angle) + far, 0.0f);
glVertex3f(radius * sinf(angle_next) , radius * cosf(angle_next) + far, 0.0f);
}
CHECK_GL(glEnd());
}

int main() {
Expand Down Expand Up @@ -108,7 +191,7 @@ int main() {
while (!glfwWindowShouldClose(window)) {
// render graphics
CHECK_GL(glClear(GL_COLOR_BUFFER_BIT));
render();
render_opencv();
// refresh screen
glfwSwapBuffers(window);
glfwPollEvents();
Expand Down