# Week16
#week16-0_sample
先設定好開發環境
freeglut
OpenCV 2.1 (小心 Add PATH)
Settings Compiler Settings 三個設定
- C:\OpenCV2.1\include
- C:\OpenCV2.1\lib
- cv210 cxcore210 highgui210
- 接下來,課本的程式
- https://jsyeh.org/3dcg10/點開下載window.zip和data,zip跑Projection檔案
- 可以改變角度去看人物
第一個可以縮放角度還有改變人物大小
第二個可以左右上下旋轉 鏡頭中心點為人物
第三個鏡頭左右橫移
第四個鏡頭去做旋轉 - week16-1__sample_gluLookAt
- 創glut專案
- 要改resize()函式在裡面,加上gluLookAt()函式
- 就可以看著左上角的那個圓球
- 現在要做另一個修改,想要在按鍵時,看不到的地方
- 先把剛剛加上得39行程式碼註解,再到void ()裡改程式
- if(key=='1')看左上方
- if(key=='2')看上方
- if(key=='3')看右上方
- 程式碼:
- /** GLUT Shapes Demo** Written by Nigel Stewart November 2003** This program is test harness for the sphere, cone* and torus shapes in GLUT.** Spinning wireframe and smooth shaded shapes are* displayed until the ESC or q key is pressed. The* number of geometry stacks and slices can be adjusted* using the + and - keys.*/#ifdef __APPLE__#include <GLUT/glut.h>#else#include <GL/glut.h>#endif#include <stdlib.h>static int slices = 16;static int stacks = 16;/* GLUT callback Handlers */static void resize(int width, int height){const float ar = (float) width / (float) height;glViewport(0, 0, width, height);glMatrixMode(GL_PROJECTION);glLoadIdentity();glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity() ;///gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);///這裡加上程式碼}static void display(void){const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;const double a = t*90.0;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glColor3d(1,0,0);glPushMatrix();glTranslated(-2.4,1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutSolidSphere(1,slices,stacks);glPopMatrix();glPushMatrix();glTranslated(0,1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutSolidCone(1,1,slices,stacks);glPopMatrix();glPushMatrix();glTranslated(2.4,1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutSolidTorus(0.2,0.8,slices,stacks);glPopMatrix();glPushMatrix();glTranslated(-2.4,-1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutWireSphere(1,slices,stacks);glPopMatrix();glPushMatrix();glTranslated(0,-1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutWireCone(1,1,slices,stacks);glPopMatrix();glPushMatrix();glTranslated(2.4,-1.2,-6);glRotated(60,1,0,0);glRotated(a,0,0,1);glutWireTorus(0.2,0.8,slices,stacks);glPopMatrix();glutSwapBuffers();}static void key(unsigned char key, int x, int y){if(key=='1'){glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);}else if(key=='2'){glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0,0,0,0,1.2,-6,0,1,0);}else if(key=='3'){glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0,0,0,+2.4,1.2,-6,0,1,0);}switch (key){case 27 :case 'q':exit(0);break;case '+':slices++;stacks++;break;case '-':if (slices>3 && stacks>3){slices--;stacks--;}break;}glutPostRedisplay();}static void idle(void){glutPostRedisplay();}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 };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 };/* Program entry point */int main(int argc, char *argv[]){glutInit(&argc, argv);glutInitWindowSize(640,480);glutInitWindowPosition(10,10);glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);glutCreateWindow("GLUT Shapes");glutReshapeFunc(resize);glutDisplayFunc(display);glutKeyboardFunc(key);glutIdleFunc(idle);glClearColor(1,1,1,1);glEnable(GL_CULL_FACE);glCullFace(GL_BACK);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();return EXIT_SUCCESS;}
## week16-2_glutReshape_gluPerspective gluLookAt
請先看課本 Projection.exe 的範例
gluPerspective 透視投影
glortho 垂直投影
glFrustum 比較奇怪,我們通常不用它的投影法
左、右、下、上、近、遠共6組參數
gluPerspective(視角,長寬比,z近,z遠)
fovy field of view in y視角
aspect ratio 長寬比
- 我們將要寫個程式,11行+8行,做出透視投影
- 創新glut專案
先貼上11行簡單程式碼
在int main裡加入glutReshapeFunc(reshape)
寫自己的void reshape(int w,int h)
- 程式碼:#include <GL/glut.h> void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidTeapot(0.3); glutSwapBuffers(); } void reshape(int w,int h){ glViewport(0,0,w,h); float ar=w/(float)h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60,ar,0.01,100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,-2,0,0,0,0,1,0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week16-2"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); } 會固定茶壺大小
- 茶壺會跟著視窗大小改變
- 程式碼: #include <GL/glut.h> void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidTeapot(0.3); glutSwapBuffers(); } void reshape(int w,int h){ glViewport(0,0,w,h); float ar=w/(float)h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60,ar,0.01,100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,-2,0,0,0,0,1,0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(300,600); glutCreateWindow("week16-2"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); }
- ##week16-3_myTexture_id1_id2_glBindTexture
- 若想要
- 從github下載
- 程式碼:
- ///week05_rotating_earth 專案/// 把 week05_opencv_opengl_myTexture 程式拿來改#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>GLUquadric * quad = NULL; ///todo: 要有一顆指標int id1,id2;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IDglGenTextures(1, &id); /// 產生Generate 貼圖IDglBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖IDglTexParameteri(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;}///再貼上10行GLUT程式 (不要貼剛剛的程式)float angle = 0;void display(){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);glBindTexture(GL_TEXTURE_2D,id2);glBegin(GL_POLYGON);glTexCoord2f(0,0);glVertex2f(-1,+1);glTexCoord2f(0,1);glVertex2f(-1,-1);glTexCoord2f(1,1);glVertex2f(+1,-1);glTexCoord2f(1,0);glVertex2f(+1,+1);glEnd();glBindTexture(GL_TEXTURE_2D,id1);glPushMatrix();glRotatef(90, 1, 0, 0);glRotatef(angle++, 0, 0, 1);gluSphere(quad, 0.5, 30, 30); ///glutSolidTeapot( 0.3 );glPopMatrix();glutSwapBuffers();}int main(int argc, char*argv[]){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);glutInitWindowSize(500,500);glutCreateWindow("week05");glutIdleFunc(display);glutDisplayFunc(display);id2=myTexture("c:/background.jpg");id1=myTexture("c:/earth.jpg");quad = gluNewQuadric(); ///todo:把這顆指標,指好gluQuadricTexture(quad, 1);///todo: 做好地球的貼圖glutMainLoop();}
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