#Week12
- # week12-1_glm_gundam_handA_handb
- 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
- Setting-Compiler要加入OpenCV相關的 3個設定
-compiler的include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 - 再把 GitHub 的程式下載(兩種下載法 Git指令 or Download ZIP) 再把 week11-2 glm gundam opencv texture lighting 拿來改
- week11-2 複製目錄,改目錄名為 week12-1 glm gundam handA handB
- 把.cbp檔,改檔名為 week12-1_glm_gundam_handa_handB.cbp
- 用 Notepad++ 開.cbp檔,改Title 為 week12-1_glm_gundam_handA_handB 並把對應目錄改好
- 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);
glTranslatef(...);
glRotatef(...);
glTranslatef(...); - 程式碼:
- #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 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()
- {
- glPushMatrix();
- glColor3f(1,0,0);
- glutSolidCube(0.6);///myBody()
- 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);
- glPushMatrix(); ///加這行, 讓它轉動
- glTranslatef(0.3,0.3,0);
- glRotatef(angle++, 0, 0, 1);
- glTranslatef(0,-0.3,0);
- drawhandB(); //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);
- glTranslatef(0,-0.3,0);
- 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("week08 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開啟來,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_upper_lower 里面的.cbp 改檔名成 week12-2_glm_gundam upper_lower.cbp
再用 Notepad++ 把 Title 和目錄,也更新成 week12-2_glm_gundam_upper_lower
最後,把 upperA.obj upperA.mtl lowerA.obj lowerA.mtl 放到 week12-2的目錄
加程式 cpp
GLMmodel * upperA = NULL;
GLMmodel * lowerA = NULL;
再把 void drawHandA()複製修改成void drawUpperA() 和 void drawLowerA()
程式碼:
- #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 myBody()
- {
- glPushMatrix();
- glColor3f(1,0,0);
- glutSolidCube(0.6);///myBody()
- glPopMatrix();
- }
- float angle = 0,da=1; ///加這行, 讓它轉動
- 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();
- ///glutSolidSphere(0.1,30,30);
- glEnable(GL_TEXTURE_2D);
- glColor3f(1,1,1);
- drawUpperA();
- glPushMatrix(); ///加這行, 讓它轉動
- glTranslatef(-0.02,-0.09,0);
- glRotatef(angle,1,0,0);
- glTranslatef(0,-0.21,0);
- drawLowerA();
- 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("week12");
- 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();
- }
# week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle
1. 把 week12-2_glm_gundam_uppperA lowerA 複製成
2. 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 mouse motion 來動
/// if (angle>90) da = -1; /// if (angle<0) da = +1;
glClear (GL_COLOR BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
在 int main()裡,加入 glutMotionFunc(motion);
把 week12-2_glm_gundam_uppperA 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 mouse motion 來動
/// if (angle>90) da = -1; /// if (angle<0) da = +1;
glClear (GL_COLOR BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- 註解掉這三行///angle+=da;//不要自己動要用mouse motion來動///if(angle>90)da=-1;///if(angle<0)da=+1;
int main()中加入
glutMotionFunc(motion);
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