2024年5月2日 星期四

week11電腦圖學

 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


7. 改檔名


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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