2024年5月6日 星期一

week12

 ## 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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