2024年5月2日 星期四

week11

##week11


##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

1.File-New-Project ,Glut 專案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

#include <GL/glut.h>
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

#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.從week11-1複製程式碼,並創建紅色方塊



#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();
       /// 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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