軒week12
1.freeglut
2.OpenCV
3.CodeBlocks設定
再把上周的程式拿下來
1.把week11-3.....複製到桌面
2.改目錄名 week12-1_obj_gundam_hand_1_hand2
3.把.cdp,改檔名為week12-1_obj_gundam_hand_1_hand2.cbp
⭐要先用好opencv再開codeblocks
#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);
glPushMatrix();
glTranslatef(-0.3,0.3,0);///(3)整體移動
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)
drawarml(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glPushMatrix();
glTranslatef(0.6,0.3,0);///(3)整體移動
glRotatef(angle++,1,0,0);///(2)旋轉
glTranslatef(-0.15,-0.25,0);///(1)
drawarm2(); ///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();
}
檔名:week12-2_obj_gundam_upper_lower_hand
先把week12-1_obj_gundam_hand1_hand2整個目錄,複製新的目錄,
改目錄名 week12-2_obj_gundam_upper_lower_hand 上手臂、下手臂的意思
多宣告兩顆指標
'''cpp
GLMmodel * upper = NULL
GLMmodel * lower = NULL
'''
再把drawmodel()複製兩次改為:
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);
}
〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
利用 Maya 登入後,New 在 Import hand1.obj 要把它才裁切出(下手臂)lower.obj和upper.obj(上手臂)
最後,先把drawLower() 函數調好,再掛到drauUpper()的後面
| #include <opencv/highgui.h> | |
| #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); ///�j�wbind �K��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; | |
| } | |
| ///�W�g�����L, �ХΰŶK�� | |
| #include <GL/glut.h> | |
| #include "glm.h" | |
| GLMmodel * pmodel = NULL; | |
| GLMmodel * arml = NULL; | |
| GLMmodel * arm2 = NULL; | |
| GLMmodel * upper = NULL; | |
| GLMmodel * lower = NULL; | |
| void drawUpper(void) | |
| { | |
| glPushMatrix(); | |
| glScalef(0.3, 0.3, 0.3); | |
| if (!upper) | |
| { | |
| upper = glmReadOBJ("upper.obj"); | |
| if (!upper) | |
| exit(0); | |
| glmUnitize(upper); | |
| glmFacetNormals(upper); | |
| glmVertexNormals(upper, 90.0); | |
| } | |
| glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE); | |
| glPopMatrix(); | |
| } | |
| void drawLower(void) | |
| { | |
| glPushMatrix();///MAYA��i�Ӧ��I�j,�Q��Scalef�⥦�ܤp | |
| glScalef(0.3, 0.3, 0.3); | |
| if (!lower) | |
| { | |
| lower = glmReadOBJ("lower.obj"); | |
| ///�W�g���ҫ���,��b�_�Ǫ��ؿ��� �ୱ\freeglut\bin | |
| ///���g,�n����n���a�� | |
| if (!lower) | |
| exit(0); | |
| glmUnitize(lower); | |
| glmFacetNormals(lower); | |
| glmVertexNormals(lower, 90.0); | |
| } | |
| glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE); | |
| glPopMatrix(); | |
| } | |
| /*void drawmodel(void) | |
| { | |
| if (!pmodel) | |
| { | |
| pmodel = glmReadOBJ("arm1.obj"); | |
| 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"); | |
| ///�W�g���ҫ���,��b�_�Ǫ��ؿ��� �ୱ\freeglut\bin | |
| ///���g,�n����n���a�� | |
| 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"); | |
| 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); | |
| /*glTranslatef(-0.3,0.3,0);///(3) | |
| glRotatef(angle++,1,0,0);///(2)���� | |
| glTranslatef(-0.15,-0.25,0);///(1) | |
| drawarml(); ///glutSolidTeapot( 0.3 ); | |
| glPopMatrix(); | |
| glPushMatrix(); | |
| glTranslatef(0.6,0.3,0);///(3) | |
| glRotatef(angle++,1,0,0);///(2)���� | |
| glTranslatef(-0.15,-0.25,0);///(1)*/ | |
| glPushMatrix(); | |
| glTranslatef(0,-0.1,0); | |
| glRotatef(angle++,1,0,0); | |
| glTranslatef(0,-0.05,0); | |
| drawUpper(); | |
| glPushMatrix(); | |
| glTranslatef(0,-0.1,0); | |
| glRotatef(angle++,1,0,0); | |
| 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("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(); | |
| } |
檔名:week12-3_obj_gundam_body_upper_lower
把目錄複製week12-2_obj_gundam_upper_lower_hand
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