## week12-1_obj_gundam_hand1_hand2
準備工作
1:opencv要裝起來,要記的勾Add Path,不要改目錄,再重開codeblocks
2:把codeblocks setting-complier加入三個設定
-search directories的complier要設c:\opencv2.1\include
-search directories的linker要設c:\OpenCV2.1\lib
-linker setting 要設cv210 cxcore210 highgui210
再把github上週的程式,拿下來
1:把week11-3_obj_gundanm_hand1_hand2複製到桌面
2:改目錄名week12-1_obj_gundam_hand1_hand2
3:把cbp,改檔名week12-1_obj_gundam_hand1_hand2
## week12-2_obj_gundam_upper_lower_hand
0.先把week12-1_obj_gundam_upper_hand1_hand_2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
1:把cbp檔,修改檔名成week12-2_obj_gundam_upper_lower_hand
2:CodeBlocks把cbp檔開起來,把下面的專案Title改成week12-2_obj_gundam_upper_lower_hand
```cpp
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
```
再把 drawmodel() 複製兩份,分別叫 void
drawLower(){...}
裡面的 pmodel 都改成 upper 或 lower 檔名改成 upper.obj 和 lower.obj
利用 MAYA 開啟
## week12-3_obj_gundam_body_upper_lower
0.把目錄複製 week12-3_obj_gundanm_body_upper_lower
1:再把裡面cbp改檔名成week12-3_obj_gundam_body_upper_lower.cbp
2:再把Title改成week12-3_obj_gundam_body_upper_lower
3:在開啟codeblock把week12-3_obj_gundam_body_upper_lower.cbp開起來
接下來,maya要切出身體囉body.obj
最後,程式碼加上
GLMmodel*body=NULL;
再把voud drawBody()複製出來,改用body.obj和body body body
******#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 * hand1 = NULL;
GLMmodel * hand2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawUpper(void)
{
if (!upper) {
upper = glmReadOBJ("uppper.obj");
if (!upper) exit(0);
glmUnitize(upper);
glmFacetNormals(upper);
glmVertexNormals(upper, 90.0);
}
glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
}
void drawbody(void)
{
if (!body) {
body = glmReadOBJ("body.obj");
if (!body) exit(0);
glmUnitize(body);
glmFacetNormals(body);
glmVertexNormals(body, 90.0);
}
glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLower(void)
{
if (!lower) {
lower= glmReadOBJ("lower.obj");
if (!lower) exit(0);
glmUnitize(lower);
glmFacetNormals(lower);
glmVertexNormals(lower, 90.0);
}
glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
}
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("pmodel.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand2(void)
{
if (!hand2) {
hand2 = glmReadOBJ("hand2.obj");
if (!hand2) exit(0);
glmUnitize(hand2);
glmFacetNormals(hand2);
glmVertexNormals(hand2, 90.0);
}
glmDraw(hand2, 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();
glRotatef(180,0,1,0);
drawbody();
glPushMatrix();
glTranslatef(-0.15,0,0);
glRotatef(angle++,1,0,0);
glTranslatef(-0.025,-0.05,0);
glScalef(0.8,0.8,0.8);
drawUpper();
glPushMatrix();
glTranslatef(0,-0.1,0);
///glRotatef(angle++,1,0,0);
glTranslatef(0,-0.2,0);///(1)把旋轉中心放到正中心
glScalef(0.8,0.8,0.8);
drawLower();
glPopMatrix();
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);
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();
}
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