2024年5月2日 星期四

week11

 ##week11-1_sample

1.把上週的week10-1 glutWireCube_myBody_myArm程式貼來用

3.用T-R-T轉動

旋轉中心

#week11-2_obj_gundam_opencv_texture_lighting

用github下載、複製整個目錄、改黨名

安裝opencv 2.1小心Add Parh,用預設目錄




把github的程式倉庫下載下來


#MAYA切割、匯出OBJ
要有autodesk的帳號,註冊MAYA教育版,寄學生證認證就可以用了



#week11-2把剛剛的左手右手放到data目錄

///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);
}
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
        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("week09-1 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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