2024年5月9日 星期四

電腦圖學week12

 #Week12


##

Week12-1_glm_gundam_handA_handB

先設定好環境

0. 桌面安裝 freeglut,把 lib 的l ibfreeglut.a複製成 libglut32.a

1.安裝 OpenCV 2.1 小心! Add PATH,用預設目錄


2.重開 CodeBlocks, , Setting-Compiler 裡要改3個地方

-compiler 的include 要加入C:\OpenCV2.1\include
 -linker 的 lib要加入C:\OpenCV2.1\lib
 -linker 的設定,要加入cv210 cxcore210 highgui210
再把GitGub的程式下載(兩種下載方法 Git指令or Download ZIP)再把

week11-2_glm_gundam_opencv_texture_lighting拿來改
1.week11-2 複製目錄,改目錄名為week12-1 glm_ gundam_handA_handB

2..cbp,改檔名為 week12-1 glm gundam handA handB.cbp

3. Notepad++.cbp,Title week12-1_glm_gundam handA_handB 並把對應目錄改好

4. 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,glutSolidSphere (0.1, 30, 30);

3. glTranslatef (...);

2. glRotatef (...);

1. glTranslatef (...);

修改程式碼:

#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 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
        ///glRotatef(angle++, 0, 1, 0); ///加這行, 讓它轉動
        glTranslatef(0.3,0.3,0);
        glRotatef(angle++, 0, 0, 1);
        glTranslatef(0,-0.3,0);
        drawHandB(); //drawmodel(); //glutSolidTeapot( 0.3 );
    glPopMatrix(); ///加這行, 讓它轉動
    glPushMatrix(); ///加這行, 讓它轉動
        ///glRotatef(angle++, 0, 1, 0); ///加這行, 讓它轉動
        glTranslatef(-0.3,0.3,0);
        glRotatef(-angle++, 0, 0, 1);
        glTranslatef(0,-0.3,0);
        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("Week12-1_glm_gundam_handA_handB");
    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_gumdan_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hsndA.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_gumdan_upper_lower

裡面的.cbp改檔名成 week12-2_glm_gumdan_upper_lower.cbp 再用 Notepad++ Title 和目錄,也更新成 week12-2_glm_gumdan_upper_lower

最後, 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() void drawUpperB()

修改程式碼:

#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 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 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);///(2)對Z軸轉
        glTranslatef(0, -0.21, 0);///(1)把選轉軸, 放在正中心
        drawlowerA(); //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();
}


##week12-3_glm_gundam_keyboard_angleID_mouse_motion_angle

新增void motion(int x, int y)///加入mouse motion的對應函式

{

angle=y;

}

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

glutMotion Func(motion);



修改程式碼:
#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 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();
    glutSolidSphere(0.1, 30, 30);
    glEnable(GL_TEXTURE_2D);
    glColor3f(1,1,1);

    glPushMatrix();
        ///glTranslatef(-0.02, -0.09, 0);
        glRotatef(angle, 0, 0, 1);
        glTranslatef(0, -0.07, 0);
        drawupperA();
        glPushMatrix(); ///加這行, 讓它轉動
            glTranslatef(-0.02, -0.09, 0);
            ///glRotatef(angle, 1, 0, 0);///(2)對Z軸轉
            glTranslatef(0, -0.21, 0);///(1)把選轉軸, 放在正中心
            drawlowerA(); //drawmodel(); //glutSolidTeapot( 0.3 );
        glPopMatrix(); ///加這行, 讓它轉動
    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("Week12-3 glm__gundam_keyboard_angleID_mouse_angle");
    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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