##week11-0_sample
0. 桌面安裝 freeglut,把 lib 的l ibfreeglut.a複製成 libglut32.a
1.File-New-Project ,Glut 專案week11-0_sample
##week11-1_TRT_again
2.貼上上週的week10-1_glutWireCube_myBody_myArm的程式碼
3.要用剛剛的 "小考T-R-T轉動",來做修改
void myBody(){
glPushMatrix();
/// glTranslatef(0.0,-0.3,0);
glColor3f(1,0,0);///紅色的
glutWireCube(0.6);///glutWireCube(0.3);
glPopMatrix();
}
void myArm(){
glPushMatrix();///備份矩陣
glColor3f(0,1,0);///綠色的
glScalef(1,0.4,0.4);///my Body();
glutWireCube(0.3);
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
myBody();
glPushMatrix();
glRotatef(angle++,0,0,1);
glTranslatef(0.15,0,0);
myArm();
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_gundamn_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
安裝 OpenCV 2.1 小心! Add PATH,用預設目錄
重開 CodeBlocks, Setting-Compiler 裡要改3個地方
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 week11-2_glm_gundam_opencv_texture lighting
有兩種下載法。第1種是用 Git Bash 下指令
cd desktop
git clone https://github.com/jsyeh/2024graphicsa
cd 2024graphica
start. 開檔案總管,把 week09-1目錄 複製到桌面,再改目錄名
第二種作法,在GitHub 網站
https://github.com/jsyeh/2024graphicsa 點綠色的 Code 的
Download ZIP 再解壓縮,也能把 week09-1目錄,拉到桌面, 再改目錄名哦!
File-Open 開桌面 week11-2_glm_gundam_opencv_texture_lighting 裡面的再改 week11-2 glm gundam opencv texture_lighting.cbp
開起來後,再改專案的 Title 變成
week11-2_glm_gundam_opencv_texture_lighting,就可以執行。
## Maya 切割、匯出OBJ
-handa.obj+handa.mtl
-handb.obj+handb.mtl
##繼續改剛剛的week11-2_glm_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 GLMmodel * pmodel = 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
5.從week11-1複製程式碼,並創建紅色方塊
#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();
/// glTranslatef(0.0,-0.3,0);
glColor3f(1,0,0);///紅色的
glutSolidCube(0.6);///glutWireCube(0.3);
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
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();
}
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