2024年4月29日 星期一

week11電腦圖學

 #week11

##week11-0_sample

0.安裝freeglut, 把lib複製成 libglut32.a

1.File-New-Project, GLUT專案, week11-0_sample


##week11-1_TRT_again

1.File-New-Project, GLUT專案, week11-1_TRT_again

2.把上週的week10-1程式碼貼上來

3.搭出T-R-T的程式

4.把T-R-T註解掉,再從下到上(1) (2) (3)試著逐一解鎖

#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();
}


##week11-1_obj_gundam_again

0.安裝opencv 2.1, 記得Add PATH, 裝在預設目錄

1.重開 Codeblocks, Setting-Compiler, 設定 Search 要設2個(include lib), Liker setting 要設3個

2.利用github把week9-1複製到桌面把week9-1改目錄名為week11-2

3.把目錄裡的專案檔,也改檔名week9-1改檔名為week11-2

4.用Project-Properties去改Title變成week11-2




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); 
    cvCvtColor(img,img, CV_BGR2RGB); 
    glEnable(GL_TEXTURE_2D); 
    GLuint id; 
    glGenTextures(1, &id); 
    glBindTexture(GL_TEXTURE_2D, id); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    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();
}

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

#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();

}




沒有留言:

張貼留言