2024年4月29日 星期一

 ### 

第一步:先把上次week10-1TRT_sample_mybody_arm的程式

第二步:搭出TRT的程式

第三步:把TRT註解掉,在從下到到(1)(2)

(3)試著逐一解鎖

### week11-1 again


****程式碼:

#include <GL/glut.h>

void myBody(){

    glColor3f(1,0,0);///red body

    glutWireCube(0.6);///cube

}

void myArm(){

    glPushMatrix();

    glColor3f(0,1,0);/// green arm

    glScalef(1.5,0.5,0.5); ///weight 1.5 high 0.5

    glutWireCube(0.3);///

    glPopMatrix();

}

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);///(3)掛到肩上

     glRotatef(angle++,0,0,1);///(2)轉動

     glTranslatef(0.45/2,0,0);///(1)把旋轉中心,放在正中心上

    ///glTranslatef(+0.0,+0.3,0);

    myArm();

    glPopMatrix();

    glutSwapBuffers();

}

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

{

    glutInit(&argc, argv);///140

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);///143


     glutCreateWindow("week11_1glutSolid系列");///145

    glutIdleFunc(display);

     glutDisplayFunc(display);///148


     glutMainLoop();///174

}

### week11-1_onj_gumdam
1:安裝opencv2.1,記得要Add path,裝在預設目錄 C:\openCV2.1
2:重開codeblocks,setting-Compiler,設定search director 要設兩個(include lib),linker setting 要設三個




### 用maya裁切模式
1:先開maya,import剛剛week11-2的Gundam.obj模型
2:裁切,剩下右手,存檔hand.obj(檔案格式OBJExoprter)
3:裁切,剩下左手,存檔成hand1.obj(檔案格式OBJExoprter)


### week11-3 ibj_gundam_hand_hand1
1:要複製專案把week11-2 obg-gundam-opencv-texture
#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 * hand = NULL;
GLMmodel * hand2 = 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);
}
void drawhand(void)
{
    if (!hand) {
        hand = glmReadOBJ("hand.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 (!hand) exit(0);
        glmUnitize(hand);
        glmFacetNormals(hand);
        glmVertexNormals(hand, 90.0);
    }

    glmDraw(hand, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand2(void)
{
    if (!hand2) {
        pmodel = glmReadOBJ("hand.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 (!hand) exit(0);
        glmUnitize(hand);
        glmFacetNormals(hand);
        glmVertexNormals(hand, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidSphere(0.1,30,30);
    glPushMatrix();
    glRotated(angle++,0,1,0);
    drawhand(); ///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");
    glutIdleFunc(display);
    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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