##week11-0_sample
1. 桌面有「葉正聖老師上課用軟體」 freeglut 安裝(拉到桌面),再把 lib的 libfreeglut.a 複製成 libglut32.a
2. CodeBlocks 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.貼上周的week11-1_glutWireCube_myBody_myArm
3.藥用剛剛交的 [小考T-R-T轉動],來做修改
```cpp
#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();
glRotatef(angle++,0,0,1);
glTranslatef(0.15,0,0);
myArm();///我的手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
##week11-2_obj_gundam_opencv_texture_lighting
不要急,這個用github下載下來,複製整個目錄、改檔名、改Title
0.安章OpenCV
1.重開CodeBlocks,Setting-Compiler 要改3個地方
(1)C:\OpenCV2.1\include
(2)C:\OpenCV2.1\lib
(3)cv210 cxcore210 highgui210
接下來再把 GitHub的程式倉庫下載下來,
week09-1_glm_gundam_opencv_texture_lighting 拿來用,複製成
week09-2_glutSolidTeapot_guldSolidCube_glutSolidSphere
在GitHub網站
https://github.com/11160871mcu/2024graphicsa 下載zip檔,之後再解壓縮,
也能把week09-1目錄,拉到桌面,再改目錄名
File-Open開桌面week11-2_obj_gundam_opencv_texture_lighting裡面的
再改week11-2_obj_gundam_opencv_texture_lighting.cbp
開起來後,再改專案的Title變成
week11-2_obj_gundam_opencv_texture_lighting
##Maya 切割、匯出OBJ
-hand_a.obj + hand_a.mtl
-hand_b.obj + hand_b.mtl
##繼續修改 week11-2_obj_gundam_opencv_texture_lighting
1.把剛剛的 handA.obj handA.mtl handB.obj handB.mtl 放到 data 目錄
2.改程式GLModel *pmodel NULL改成
```cpp
GLMmodel *pmodel = NULL;
GLMmodel *handA = NULL;
GLMmodel *handB = NULL;
///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;
GLMmodel *handA = NULL;
GLMmodel *handB = 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 drawhandA(void)
{
if (!handA) {
handA = glmReadOBJ("data/handA.obj");
if (!handA) exit(0);
glmUnitize(handA);
glmFacetNormals(handA);
glmVertexNormals(handA, 90.0);
}
glmDraw(handA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhandB (void)
{
if (!handB ) {
handB = glmReadOBJ("data/handB.obj");
if (!handB ) exit(0);
glmUnitize(handB );
glmFacetNormals(handB );
glmVertexNormals(handB , 90.0);
}
glmDraw(handB, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){///我的身體
glPushMatrix();
glColor3f(1,0,0);
glutSolidCube(0.6);
glPopMatrix();
}
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
drawhandA(); //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();
}
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