2024年5月9日 星期四

week12電腦圖學

 

 Week12

week12-1_glm_gundam_handA_handB

1. 先設定好環境

2. 安裝 freeglut 再把 lib\libfreeglut.a 複製成 libglut32.a

3. 安裝 opencv 2.1, 記得要 Add PATH, 不要設目錄

4. 關閉重開 CodeBlocks (才會把 PATH 設定設好 要記得存檔)

5. -Search directories 的 Compiler 對應 C:\OpenCV2.1\include

6. -Search directories 的 Linker 對應 C:\OpenCV2.1\lib

7. -Linker setting 要加 cv210 cxcore210 highgui210

8. 再把 GitHub 的程式下載, 再把 week11-2_glm_gundam_opencv_texture_lighting 拿來改

9. week11-2 複製目錄, 改目錄名為 week12-1_glm_gundam_handA_handB

10. 把 .cbp 檔, 改目錄名為 week12-1_glm_gundam_handA_handB.cbp

11. 用Notepad++ 開 .cbp 檔, 改 Title 為 week12-1_glm_gundam_handA_handB

12. CodeBlocks File-Open week12-1_glm_gundam_handA_handB.cbp

要修改的程式: 把今天考試的 T-R-T 設定正確

技巧1 : 把擋住的註解掉, 把旋轉註解掉


技巧2 : 把用來對照的座標原點, 用glutSolidSphere(0.1, 30, 30);



#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(); ///備份矩陣
        glColor3f(1, 0, 0);///紅色的
        glutSolidCube(0.6);///myBody();
glPopMatrix(); ///還原矩陣
}
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();
    glutSolidSphere(0.1, 30, 30);
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);

    glPushMatrix(); ///加這行, 讓它轉動
        glTranslatef(0.3, 0.3, 0);
        glRotatef(angle++, 0, 0, 1);///(2)對Z軸轉
        glTranslatef(0, -0.3, 0);///(1)把選轉軸, 放在正中心
        drawHandB(); //drawmodel(); //glutSolidTeapot( 0.3 );
    glPopMatrix(); ///加這行, 讓它轉動

    glPushMatrix(); ///加這行, 讓它轉動
        glTranslatef(-0.3, 0.3, 0);
        glRotatef(-angle++, 0, 0, 1);///(2)對Z軸轉
        glTranslatef(0, -0.3, 0);///(1)把選轉軸, 放在正中心
        drawHandA(); //drawmodel(); //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();
}


week12-2_glm_gundam_upper_lower

目標 : 要把上手臂, 下手臂切好,  讀入

事先準備 : Maya 開起來, 把 handA.obj 讀入, 切割出 upperA.obj 和 lowerA.obj

1. 再把 week12-1_glm_gundam_handA_handB 複製成 week12-2_glm_gundam_upper_lower裡面的 .cbp 改檔名成week12-2_glm_gundam_upper_lower.cbp

2. 再用 Notepad++ 把 Title 和睦路, 也更新成 week12-2_glm_gundam_upper_lower

3. 加程式

GLMmodel * upperA = NULL;
GLMmodel * lowerA = NULL;

4. 再把 void drawHandA() 複製修改成 void drawUpperA() 和 void drawLowerB()


5. 讓手關節可以動 


6. 讓手只在固度角度轉



week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle

1. 把 week12-2_glm_gundam_upperA_lowerA 複製成 
week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle

2. 利用 mouse motion 來改變 angle

float angle = 0, da = 1; ///剛剛的舊程式碼
void motion(int x, int y) ///加入mouse motion 對應的函式
{
    angle = y; ///當我們的 mouse motion 時, y座標 對應角度
}
void display()
{
    /// angle += da; ///不要自己動, 要用mouse motion 來動
    /// if(angle>90) da = -1;
    /// if(angle<0) da = +1;
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    ...


#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;
GLMmodel * upperA = NULL;
GLMmodel * lowerA = NULL;

void drawupperA(void)
{
    if (!upperA) {
upperA = glmReadOBJ("data/upperA.obj");
if (!upperA) exit(0);
glmUnitize(upperA);
glmFacetNormals(upperA);
glmVertexNormals(upperA, 90.0);
    }

    glmDraw(upperA, GLM_SMOOTH | GLM_TEXTURE);
}

void drawlowerA(void)
{
    if (!lowerA) {
lowerA = glmReadOBJ("data/lowerA.obj");
if (!lowerA) exit(0);
glmUnitize(lowerA);
glmFacetNormals(lowerA);
glmVertexNormals(lowerA, 90.0);
    }

    glmDraw(lowerA, GLM_SMOOTH | GLM_TEXTURE);
}

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(); ///備份矩陣
        glColor3f(1, 0, 0);///紅色的
        glutSolidCube(0.6);///myBody();
glPopMatrix(); ///還原矩陣
}
float angle = 0, da = 1; ///加這行, 讓它轉動
void motion(int x, int y)
{
    angle = y;
}

void display()
{
    /// angle+=da;
    /// if(angle>90) da = -1;
    /// if(angle<0) da = +1;
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glDisable(GL_TEXTURE_2D);
    ///myBody(); ///先註解掉身體
    glutSolidSphere(0.1, 30, 30); ///圓球
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);

    glPushMatrix();
        ///glTranslatef(...); 掛在肩上
        glRotatef(angle, 0, 0, 1);
        glTranslatef(0, -0.07, 0);
        drawupperA(); ///(3)上手臂放好
        glPushMatrix(); ///(0)
            glTranslatef(-0.02, -0.09, 0); ///(3) 再掛到上手臂的位置
            ///glRotatef(angle, 1, 0, 0); ///(2) x軸轉
            glTranslatef(0, -0.21, 0); ///(1)
            drawlowerA(); ///(0)
        glPopMatrix(); ///(0)
    glPopMatrix();

    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("week12-2 Gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加這行, 讓它轉動
    glutMotionFunc(motion);

    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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