2024年4月18日 星期四

Week09

 #Week09

##week09-0_sampple

安裝freeglut再把libfreeglut.a複製成libglut32.a

File-New-Project,GLUT專案

##複習上週week08-3

複製鋼彈程式碼

##week09-1_glm_gundam_opencv_texture_lighting



///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();

}

##week09-2_glutSolidTeapot_glutSolidCube_glutSolidSphere


#include <GL/glut.h>

void display()

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

        glTranslatef(-0.5,+0.3,0);

        glutSolidTeapot(0.3);

    glPopMatrix();

    glPushMatrix();

        glTranslatef(+0.0,+0.3,0);

        glutSolidCube(0.3);

    glPopMatrix();

     glPushMatrix();

        glTranslatef(+0.5,+0.3,0);

        glutSolidSphere(0.3,30,30);

    glPopMatrix();


glutSwapBuffers();

}

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

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

glutCreateWindow("week09 Microsoft Visual Studio");

glutDisplayFunc(display);

glutMainLoop();

}

##week09-3_glutWireTeapot_glutWireCube_glutWireSphere

#include <GL/glut.h>

void display()

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

        glTranslatef(-0.5,+0.3,0);

        glutSolidTeapot(0.3);

    glPopMatrix();

    glPushMatrix();

        glTranslatef(+0.0,+0.3,0);

        glutSolidCube(0.3);

    glPopMatrix();

     glPushMatrix();

        glTranslatef(+0.5,+0.3,0);

        glutSolidSphere(0.3,30,30);

    glPopMatrix();

    glPushMatrix();

        glTranslatef(-0.5,-0.3,0);

        glutWireTeapot(0.3);

    glPopMatrix();

    glPushMatrix();

        glTranslatef(+0.0,-0.3,0);

        glutWireCube(0.3);

    glPopMatrix();

     glPushMatrix();

        glTranslatef(+0.5,-0.3,0);

        glutWireSphere(0.3,30,30);

    glPopMatrix();


glutSwapBuffers();

}

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

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

glutCreateWindow("week09 Microsoft Visual Studio");

glutDisplayFunc(display);

glutMainLoop();

}









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