2024年4月15日 星期一

Cyuu week09

 week09

#week09-0_sample

1.安裝 freeglut, lib\libfreeglut.lib 複製成 libglut32.a

2.新增glut專案  week09-0_sample


##程式碼重新再利用

1.下載上週程式碼 安裝github

-在小黑裡指令:

-cd desktop

-git clone https://github.com/你的帳號/2024graphicsb

-cd 2024graphicsb

-start


2.確認環境沒問題

- 安裝openCV 要勾add path, 裝載預設目錄

-setting-compiler裡 把openCV三個設定好

-上方第三個分頁 Search directories 裡

 - Compiler TH C: \OpenCv2.1\include - Linker JI C: \OpenCV2.1 Lib 

-上方第二個分頁 Linker Setting - cv210 cxcore210 highgui210 24 

-重新開啟 CodeBlocks

3.專案設定修改(seting-compiler...)


##開啟上週專案week07-2_obj_gundam_opencv_texture

1.file open, 點選剛剛下載的git 下載的 week07-2_obj_gundam_opencv_texture

-C:\User\adminidtrator\Desktop\2024grapgicsb\week07-2_obj_gundam_opencv_texture


##week09-1_obj_gundam_opencv_texture_lighting

-上週程式專案拿出來

-week07-2目錄打開 更改檔名 cbp檔

-打光的8行陣列 貼在程式上

-打光12+2行函式 貼到glutMaunLoop()

-glmDraw(pmodel, GLM_SMOOTH| GLM_TEXTURE) 刪掉中間

-打光  加入旋轉






##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;
void drawmodel(void)
{
    if(!pmodel){
        pmodel = glmReadOBJ("gundam.obj");
        if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
 float angle=0;
 void display()
 {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
     glRotatef(angle++,0,1,0);
     drawmodel();
     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 };

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("week07-1_obj_gundam");
    glutDisplayFunc(display);
    glutIdleFunc(display);

    myTexture("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();
}



#week09-2_glutSolidCube_glutSoildTeapot_flutSoildSphere

1.新增glut專案 week09-2_glutSolidCube_glutSoildTeapot_flutSoildSphere
2.貼入11行程式

##10行程式
#include <GL/glut.h>
 void display()
 {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     glutSolidTeapot(0.3);
     glutSwapBuffers();
 }
 int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week06-1_lighting");
    glutDisplayFunc(display);
    glutMainLoop();
}


##程式碼
#include <GL/glut.h>
 void display()
 {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
        glTranslatef(-0.6,+0.3,0);
        glutSolidTeapot(0.3);
     glPopMatrix();

     glPushMatrix();
        glTranslatef(+0.0,+0.3,0);
        glutSolidCube(0.3);
     glPopMatrix();
     glPushMatrix();
        glTranslatef(+0.6,+0.3,0);
        glutSolidSphere(0.3,30,30);
     glPopMatrix();
     glutSwapBuffers();
 }
 int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow(" week09-2_glutSolidCube_glutSoildTeapot_flutSoildSphere");
    glutDisplayFunc(display);
    glutMainLoop();
}


#week09-3_glutWireCube_glutWireTeapot_glutWireSphere
1.新增glut專案   week09-3_glutWireCube_glutWireTeapot_glutWireSphere
2.貼上上一個程式 新增Wire程式







##程式碼
#include <GL/glut.h>
 void display()
 {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
        glTranslatef(-0.6,+0.3,0);
        glutSolidTeapot(0.3);
     glPopMatrix();

     glPushMatrix();
        glTranslatef(+0.0,+0.3,0);
        glutSolidCube(0.3);
     glPopMatrix();
     glPushMatrix();
        glTranslatef(+0.6,+0.3,0);
        glutSolidSphere(0.3,30,30);
     glPopMatrix();

     glPushMatrix();
        glTranslatef(-0.6,-0.3,0);
        glutWireTeapot(0.3);
     glPopMatrix();

     glPushMatrix();
        glTranslatef(+0.0,-0.3,0);
        glutWireCube(0.3);
     glPopMatrix();
     glPushMatrix();
        glTranslatef(+0.6,-0.3,0);
        glutWireSphere(0.3,30,30);
     glPopMatrix();
     glutSwapBuffers();
 }
 int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week09-3_glutWireCube_glutWireTeapot_glutWireSphere");
    glutDisplayFunc(display);
    glutMainLoop();
}

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