Week11
week11-0_sample
1. 安裝 freeglut 再把 lib\libfreeglut.a 複製成 libglut32.a
2. File-New-Project , GLUT專案 week11-0_sample
week11-1_TRT_again
1. File-New-Project , GLUT專案 week11-1_TRT_again
2. 把上週的 week10-1_glutWireCube_myBody_myArm 程式貼來用
3. 要用剛剛教的 小考T-R-T轉動 , 來做修改
```cpp
glPushMatrix();
glTranslatef();
glRotatef();
glTranslatef();
myArm();
glPopMatrix();
```
///week11-1_TRT_again
#include <GL/glut.h>
void myBody()
{
glPushMatrix(); ///備份矩陣
glColor3f(1, 0, 0); ///紅色的
glutWireCube(0.6); ///myBody()
glPopMatrix(); ///還原矩陣
}
void myArm()
{
glPushMatrix();
glColor3f(0, 1, 0); ///綠色的
glScalef(1, 0.4, 0.4); ///myArm();
glutWireCube(0.3);
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
myBody(); ///我的身體
glPushMatrix();
glTranslatef(0.3, 0.3, 0);
glRotatef(angle++, 0, 0, 1);
glTranslatef(0.15, 0, 0); ///(1)把旋轉中心移到正中心
myArm(); ///我的手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 Microsoft Visual Studio");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
week11-2_obj_gundam_opencv_texture_lighting
1. 這個用 github 下載下來, 複製整個目錄, 改檔名, 改 Title
2. 安裝 opencv 2.1, 記得要 Add PATH, 不要設目錄
3. 關閉重開 CodeBlocks (才會把 PATH 設定設好 要記得存檔)
4. 下載 Github 的 week09-1_glm_gundam_opencv_texture_lighting,
複製成 week11-2_glm_gundam_opencv_texture_lighting
5. 用 git bash 下指令
6. 開檔案總管 把 week09-1 目錄複製到桌面, 再改目錄名
8. File-Open , GLUT專案 week11-2_glm_gundam_opencv_texture_lighting
9. 改 title 名
10. 就可以執行了
Maya切割, 匯出OBJ
- handleft.obj + handleft.mtl
- handright.obj + handright.mtl
繼續修改 week11-2_glm_gundam_opencv_texture_lighting
1. 把剛剛的 handleft.obj handleft.mtl handright.obj handright.mtl 放到 data目錄
2. 改程式 GLMmodel * pmodel = NULL ;
```cpp
GLMmodel * pmodel = NULL;
GLMmodel * handleft = NULL;
GLMmodel * handright = NULL;
```
3. 再做修改 void drawmodel(){. . . } 複製 2段程式 drawHandleft() drawHandright()
裡面的pmodel也換成handleft handright
4. 把67行的drawHandLeft()改成drawHandRight(), 可以讓結果變右手
#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;
GLMmodel * handleft = NULL;
GLMmodel * handright = 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);
}
void drawHandLeft(void) ///左手
{
if (!handleft) {
handleft = glmReadOBJ("data/handleft.obj");
if (!handleft) exit(0);
glmUnitize(handleft);
glmFacetNormals(handleft);
glmVertexNormals(handleft, 90.0);
}
glmDraw(handleft, GLM_SMOOTH | GLM_TEXTURE);
}
void drawHandRight(void) ///右手
{
if (!handright) {
handright = glmReadOBJ("data/handright.obj");
if (!handright) exit(0);
glmUnitize(handright);
glmFacetNormals(handright);
glmVertexNormals(handright, 90.0);
}
glmDraw(handright, 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
drawHandLeft(); //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("week11-2 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();
}
5. 新增一個紅色方塊
#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;
GLMmodel * handleft = NULL;
GLMmodel * handright = 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);
}
void drawHandLeft(void) ///左手
{
if (!handleft) {
handleft = glmReadOBJ("data/handleft.obj");
if (!handleft) exit(0);
glmUnitize(handleft);
glmFacetNormals(handleft);
glmVertexNormals(handleft, 90.0);
}
glmDraw(handleft, GLM_SMOOTH | GLM_TEXTURE);
}
void drawHandRight(void) ///右手
{
if (!handright) {
handright = glmReadOBJ("data/handright.obj");
if (!handright) exit(0);
glmUnitize(handright);
glmFacetNormals(handright);
glmVertexNormals(handright, 90.0);
}
glmDraw(handright, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody()
{
glPushMatrix(); ///備份矩陣
glColor3f(1, 0, 0); ///紅色的
glutSolidCube(0.6); ///myBody()
glPopMatrix(); ///還原矩陣
}
float angle = 0; ///加這行, 讓它轉動
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
myBody();
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1);
glPushMatrix(); ///加這行, 讓它轉動
glRotatef(angle++, 0, 1, 0); ///加這行, 讓它轉動
drawHandLeft();
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("week11-2 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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