2024年4月29日 星期一

熱血學圖學round11

解壓縮 freeglut-MinGW-3.0.0-1.mp.zip

把解壓縮完的檔案移到桌面

把124KB的檔案改名成 libglut32.a

檔名:week11-0_sample

要偷他的打光程式


檔名:week11-1_TRT_again

1.把上週的week10_TRT_glutSolidCube_myBody_myArm的程式貼上

2.搭出T-R-T的程設

#include <GL/glut.h>

void myBody(){

    glColor3f(1,0,0);///紅色身體

    glutWireCube(0.6);

}

void myArm(){

    glColor3f(0,1,0);///綠色手臂

    glScalef(1.5,0.5,0.5);

    glutWireCube(0.3);

}

float angle=0;

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        ///glTranslatef(-0.6,+0.3,0);

        myBody();

    glPopMatrix();

    glPushMatrix();

        glTranslatef(+0.3,+0.3,0);

        glRotatef(angle++,0,0,1);

        glTranslatef(0.45/2,0,0);

        myArm();

    glPopMatrix();

    glutSwapBuffers();

}

int main(int argc, char *argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week09-2 glutSolid¨t¦C");

    glutIdleFunc(display);

    glutDisplayFunc(display);

    glutMainLoop();

}


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1.安裝openCV2.1,記得Add Path
2.重開CodeBlocks ⇉ Setting ⇉ Compiler
cv210.cxcore210.highgui210
C:\OpenCV2.1\include
C:\OpenCV2.1\lib


把week09-1的檔案下載下來 資料夾和cbp的檔案重新命名
檔名:week11-2_obj_gundam__opencv_texture_lighting
#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;
}

///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
void drawmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("gundam.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        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(); ///glutSolidTeapot( 0.3 );
    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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(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);
    glutIdleFunc(display);
    glutMainLoop();
}



=>利用MAYA把鋼彈的手繪出程OBJ檔
=>用只留下(面)把除了手臂的地方刪掉
=>ExportAll(選擇OBJ)




檔案:week11-3_obj_gundam_hand1_hand2
=>要複製專案week11-2_obj_gundam__opencv_texture_lighting
=>整個目錄 複製成week11-3_obj_gundam_hand1_hand2
=>再把裡面的.cdp改成week11-3_obj_gundam_hand1_hand2
=>CodeBlocks選File-Open,到week11-3_obj_gundam_hand1_hand2目錄裡
    week11-3_obj_gundam_hand1_hand2.cdp

step1:
#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;
}

///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
void drawmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("arm.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarml(void)
{
    if (!arml) {
        arml = glmReadOBJ("arm.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arml) exit(0);
        glmUnitize(arml);
        glmFacetNormals(arml);
        glmVertexNormals(arml, 90.0);
    }
    glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
    if (!arm2) {
        arm2 = glmReadOBJ("arm.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arm2) exit(0);
        glmUnitize(arm2);
        glmFacetNormals(arm2);
        glmVertexNormals(arm2, 90.0);
    }
    glmDraw(arm2, 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(); ///glutSolidTeapot( 0.3 );
    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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(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);
    glutIdleFunc(display);
    glutMainLoop();
}
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update

#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;
}

///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
void drawmodel(void)
{
    if (!pmodel)
    {
        pmodel = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!pmodel)
            exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarml(void)
{
    if (!arml)
    {
        arml = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arml) exit(0);
        glmUnitize(arml);
        glmFacetNormals(arml);
        glmVertexNormals(arml, 90.0);
    }
    glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
    if (!arm2)
    {
        arm2 = glmReadOBJ("arm2.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arm2) exit(0);
        glmUnitize(arm2);
        glmFacetNormals(arm2);
        glmVertexNormals(arm2, 90.0);
    }
    glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidSphere(0.1,30,30);///利用原點改變旋轉中心
    glPushMatrix();
    glTranslatef(-0.3,0.3,0);///(3)
    glRotatef(angle++,1,0,0);///(2)旋轉
    glTranslatef(-0.15,-0.25,0);///(1)改變旋轉中心
    drawarml(); ///glutSolidTeapot( 0.3 );
    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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(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);
    glutIdleFunc(display);
    glutMainLoop();
}











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