##week12-1_obj_gundam_hand1_hand2
0.安裝freeglut把libfreeglut32.a複製成libglut32.a
1.OpenCV要安裝起來,要記得勾Add PATH, 不要改目錄,再重開codeblocks
2.把codeblocks Setting-Compiler加入3個設定:
- Search direction 的 compiler 要設 C:\OpenCV2.1\include
- Search direction 的 Linker 要設 C:\OpenCV2.1\lib
- Linker settng 的要設 cv210 cxcore210 highgui210
再把Github 上周的程式,拿下來
1.把 week11-3_obj_gundam_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.cbp
4.再用 CodeBlocks 的 File-Open 開啟剛剛的 .cbp 檔
#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();
}
##week12-2_obj_gundam_upper_lower_hand
0.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
1.把 .cbp 檔,修改黨名成 week12-2_obj_gundam_upper_lower_hand.cbp
2.CodeBlocks 把 .cbp 檔案開起來,把下面的的專案Title 改成week12-2_obj_gundam_upper_lower_hand
要改的程式碼,多宣告2顆指標
```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

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