#week12
#week12-1_obj_gundam_hand1_hand2
0.安裝freeglut 更改檔名
1.重開codeblocks 加入三設定
2.再把github上周程式拿下來
3.把Week11-3_obj_gundam_hand1_hand2複製到桌面
4.改目錄名 week12-1_obj_gundam_opencv_hand1_hand2
5.再用Codeblocks 開啟剛剛cbp檔 跑出上週的手臂
6.增加旋轉中心程式 角度高度程式
#week12-2_obj_gundam_upper_lower_hand
1.把week12-1_obj_gundam_opencv_hand1_hand2整個目錄 ,複製新的目錄
改名week12-2_obj_gundam_upper_lower_hand
2.把.cbp檔 修改成week12-2_obj_gundam_upper_lower_hand.cbp
3.Codeblocks 把 .cbp開起來 改專案名
#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 * hande1 = NULL;
GLMmodel * hande2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
void drawhande1(void)
{
if (!hande1) {
hande1 = glmReadOBJ("hande1.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 (!hande1) exit(0);
glmUnitize(hande1);
glmFacetNormals(hande1);
glmVertexNormals(hande1, 90.0);
}
glmDraw(hande1, GLM_SMOOTH | GLM_TEXTURE);
}
void drawpmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("pmodel.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 drawupper(void)
{
if (!upper) {
upper = glmReadOBJ("upper.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 (!upper) exit(0);
glmUnitize(upper);
glmFacetNormals(upper);
glmVertexNormals(upper, 90.0);
}
glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
}
void drawlower(void)
{
if (!lower) {
lower = glmReadOBJ("lower.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 (!lower) exit(0);
glmUnitize(lower);
glmFacetNormals(lower);
glmVertexNormals(lower, 90.0);
}
glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhande2(void)
{
if (!hande2) {
hande2 = glmReadOBJ("hande2.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 (!hande2) exit(0);
glmUnitize(hande2);
glmFacetNormals(hande2);
glmVertexNormals(hande2, 90.0);
}
glmDraw(hande2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutWireCube(0.6);
glutSolidSphere(0.1,30,30);
glPushMatrix();
drawupper();
glPushMatrix();
///glRotatef(angle++,0,1,0);
glTranslatef(0,-0.1,0);
glRotatef(angle++,0,0,1);
glTranslatef(0,-0.2,0);
drawlower(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
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("week12-2_obj_gundam_upper_lower_hand");
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();
}
#week12-3_obj_gundam_body_upper_lower
1.複製目錄week12-1_obj_gundam_opencv_hand1_hand2 更改檔名
week12-3_obj_gundam_body_upper_lower
2.在開啟Codeblocks week12-3_obj_gundam_body_upper_lower




沒有留言:
張貼留言