week11-0 sample
week11-1
#include <GL/glut.h>
void myBody(){
glColor3f(1,0,0);
glutWireCube( 0.6 );
}
void myArm(){
glPushMatrix();
glColor3f(0,1,0);
glScalef(1.5,0.5,0.5);
glutWireCube(0.3);
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
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_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11-1");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}

1. 安裝openCV 要add path (第二個),放在預設目錄裡
2.重開CodeBlocks , 按setting-Complier 在search directories 加入兩個目錄
Complier 加入C:\OpenCV2.1\include
Linker 加入 C:\OpenCV2.1\lib
在linker setting 裡,加入3 個 cv210 cxcore210 highgui210
利用git clone 把雲端程式拿下來,複製week09-1過來用
用MAYA開啟模型 並裁切


##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();
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