#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.把.cbp檔,改檔名為 week12-1 glm gundam handA
handB.cbp
3. 用 Notepad++開.cbp檔,改Title 為 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,用glutSolidSphere
(0.1, 30, 30);
3. glTranslatef (...);
2. glRotatef (...);
1. glTranslatef (...);
修改程式碼:
#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++ 把 Title 和目錄,也更新成
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 drawUpperB()
修改程式碼:
#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);
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