2024年4月11日 星期四

聖人李的第八周

1.練習期中考內容

 2.到老師的網站(https://jsyeh.org/3dcg10/)



 3.下載data,win32,source


4.解壓縮data.zip,window.zip,source.zip
5. AI.mtl 看到面ka kd對應打光的material
    AI.obj 裡面內容
    #代表註解
    v 代表頂點
    f 代表面 face或facet後面有頂點的座標
    g代表group
6.把sorce中的glm.c glm.h複製到week08-1並把glum.c改名為glum.cpp
7.在專案中把11行程式貼上
#include <GL/glut.h>
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();

}
int main(int argc,char*argv[])
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week06_lighting");
    glutDisplayFunc(display);
    
    glutMainLoop();
}

8.將gundam檔案複製到week08-1,裡面記得要建立一個data資料夾


9.將freeglut bin 裡面的dll檔案複製到week08-1
10.將專案執行目錄裡面換成小數點





11.將上週程式碼複製到剛剛的專案
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/flowers.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
12.改程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();

}
int main(int argc,char*argv[])
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week08 Gundam");
    glutDisplayFunc(display);

    glutMainLoop();
}
13.執行
14.
https://gist.github.com/jsyeh/5ed01210559721ec71b659b3ffed2dd7 老師網址
opencv安裝


15.選項選2或3
16.不要更換目標資料夾
17.重開codeblocks

18.設定Settings-compiler要加入三個設定


19.1.search 目錄 compiler 的include 目錄 加 C:\OpenCV2.1\include



20.2.search 目錄 linker 的lib 目錄 加 C:\OpenCV2.1\lib

21.3.加入linker 設定的 3個檔名cv210 cxcore210 highgui210
22.到codeblock開新的專案 file > project,(當名為week08-2glm_gundan_opencv_texture)


23.將glm.h,glm.c放到week08目錄裡,glm.c改黨名glm.cpp

24.將glm.cpp檔案加到week08-2glm_gundan_opencv_texture


25.將gundam檔案複製到week08-2,裡面記得要建立一個data資料夾


26.將freeglut bin 裡面的dll檔案複製到week08-2
27.將專案執行目錄裡面換成小數點





28.https://gist.github.com/jsyeh/5ed01210559721ec71b659b3ffed2dd7
裡的18行貼上和剛剛的程式碼

29.加上myTexture("data/Diffuse.jpg");和GLM_TEXTURE
30.
31.程式碼
#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>
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;
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void drawmodel(void)
{
    if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL| GLM_TEXTURE);
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    drawmodel();
    glutSwapBuffers();

}
int main(int argc,char*argv[])
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week08-2_glm_gundam_opencv_texture");
    glutDisplayFunc(display);
    myTexture("data/Diffuse.jpg");

    glutMainLoop();
}
32.會轉的鋼彈

///先把 week08-1_glm_gundam 的程式貼上來

///等一下, 要再加貼圖的 18行程式

#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>

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;

}

#include <GL/glut.h>

#include "glm.h"

GLMmodel * pmodel = NULL;

void drawmodel(void)

{

    if (!pmodel) {

pmodel = glmReadOBJ("data/Gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }


    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

float angle = 0; ///加這行, 讓它轉動

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix(); ///加這行, 讓它轉動

        glRotatef(angle++, 0, 1, 0); ///加這行, 讓它轉動

        drawmodel(); //glutSolidTeapot( 0.3 );

    glPopMatrix(); ///加這行, 讓它轉動

    glutSwapBuffers();

}


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[] = { 2.0f, 5.0f, -5.0f, 0.0f };///加這行, 讓它轉動


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 };


int main(int argc, char*argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week08 Gundam");

    glutDisplayFunc(display);

    glutIdleFunc(display); ///加這行, 讓它轉動


    myTexture("data/Diffuse.jpg");


    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();

}


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