week12-1_glm_gundam_handA_handB
先弄環境
freeglut
OpenCV2.1 記得Add PATH C:OpenCV2.1目錄
重開codeblocks
Setting-Compiler 要加入 OpenCV 相關的3個設定
-compiler 的 incldue 要加入 C:\OpenCV2.1\include
-linker 的lib 要加入 C:\OpenCV2.1\lib
-linker 設定 要加入 cv210 cxcore210 highgui210
把github程式載下來 git or download zip
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
技巧2: 把用來對
3. glTranslatef();
2. glRotatef();
1. glTranslatef();
week-2_glm_gundam_upper_lower
要把上手臂,下手臂 切好 讀入
事先準備 把maya開起來 把handA.obj 讀入 切割出 upperA.obj 和 lowerA.obj
再把week12-1_glm_gundam_handA_handB 複製成 week12-2_glm_gundam_upperA_lowerA
加程式
///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*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 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()
{
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();
glutSolidSphere(0.1, 30, 30);
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1);
drawUpperA();///(3)上手臂放好
glPushMatrix(); ///加這行, 讓它轉動
glTranslatef(-0.05, -0.1, 0);
///glRotatef(angle++, 0, 1, 0); ///加這行, 讓它轉動
glRotatef(angle++, 1, 0, 0);///對z軸轉
glTranslatef(0, -0.2, 0);
drawLowerA(); ///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, 1, 0); ///加這行, 讓它轉動
glRotatef(-angle++, 0, 0, 1);///對z軸轉
glTranslatef(0, -0.3, 0);
drawhandb(); ///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();
} #執行結果

把week12-2_glm_gundam_upperA_lowerA
複製成week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle
利用 mouse motion 來改變 angle
```cpp
float angle = 0, da = 1; //剛剛的舊的程式碼
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
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