2024年5月2日 星期四

電腦圖學week11

##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;






3.劃一個紅色方塊

```cpp
///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;

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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