2024年4月11日 星期四

Week08(鋼彈)

 Week08

期中考題目練習


###下載書
課程網址: https://jsyeh.org/3dcg10/
下載:[source][data][win32]解壓縮

(1)解壓縮data分析檔案
-Al.mtl看到裡面 Ka Kb對應打光的material色彩
-Al.obj裡面很多內容
-#代表註解
-可以再引用另一個mtl檔
-v代表頂點 後面有座標 x y z
-f 代表面 face或facet 後面有頂點的編號
-g 代表 group
##week08-1_sample
                              安裝freeglut把lib\libfreeglut.a複製成libglut32.a
1.File-New-Project,GLUT專案week08-1_sample
##week08-1_glm_gundam
2.把source.zip裡面的glm.h glm.c都copy到專案資料夾,把glm.c改成glm.cpp
3.在專案裡,按右鍵Add files把glm.cpp加入專案
4.把main.cpp裡,改成11行GLUT的簡單程式接下來,要把Gundam模型(Gundam.mtl Gundam.obj)加進去你的專案目錄裡的data資料夾
5.把專案工作執行目錄,換成小數點 .
6.把桌面\freeglut\bin\freeglut.dll複製到專案目錄裡
7.main.cpp再加入 讀模型的程式碼
7-1.把data/prosche.obj改成data/Gundam.obj
7-2.再把glutSolidTeapot(0.3);改成drawmodel();
‵‵‵cpp
#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);
}
#include<GL/glut.h>
#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();//glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc,char*argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week08 Gundam");
    glutDisplayFunc(display);
    glutMainLoop();
}


##week08-2_glm_gundam_opencv_texture
0.安裝OpenCV 2.1 記得要Add PATH,不要改目錄
1.關閉重開 CodeBlocks(才會把PATH設定好,記得存檔)
2.File-New-Project,GLUT專案week08-2_glm_gundam_opencv_texture
3.在專案裡,按右鍵Add files把glm.cpp加入專案
4.把專案工作執行目錄,換成小數點 .
5.把桌面\freeglut\bin\freeglut.dll複製到專案目錄裡

#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();//glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc,char*argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week08 Gundam");
    glutDisplayFunc(display);
    myTexture("data/Diffuse.jpg");
    glutMainLoop();
}
##week08-3_glm_gundam_opencv_texture_lighting
1.File-New-Project,GLUT專案week08-3_glm_gundam_opencv_texture_lighting
2.在專案裡,加入data目錄,裡面有Gindam.obj,Gundam.mtl,
3.把專案工作執行目錄,換成小數點 .
4.把桌面\freeglut\bin\freeglut.dll複製到專案目錄裡





旋轉鋼彈
#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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