2024年5月13日 星期一

week13電腦圖學

 #week13

##week13-1_keyboard_angleID_mouse_motion_angle

0.freeglut安裝

1.OpenCV2.1安裝,Add PATH,重開 Codeblocks

2.把3個 OpenCV 的compiler setting設好


 準備專案

1.下載week12-3_obj_gundam_body_upper_lower

2.複製目錄 改檔名week13-1_keyboard_angleID_mouse_motion_angle

3.用coldblocks 開cbp檔



##week13-2_many_angle

1.把剛剛的week13-1_keyboard_angleID_mouse_motion_angle存檔,複製目錄成week13-2_many_

angle

2.改目錄名,改.cbp檔名 變成week13-2_many_angle

在開啟MAYA把Gundam 模型,裁切出另外一個手臂的upper2.obj lower2.obj並產生對應的upper2.mtl  lower2.mtl


##week13-3_FILE_fopen_fclose_fprintf_fscanf

1.把剛剛的week13-1_keyboard_angleID_mouse_motion_angle存檔,複製目錄成week13-3_FILE_fopen_fclose_fprintf_fscanf

2.改目錄名,改.cbp檔名,變成week13-3_FILE_fopen_fclose_fprintf_fscanf

```cpp

#include <stdio.h>
FILE * fout = NULL;

FILE * fin = NULL;

```

```cpp

void  keyboard(unsighned char key,int x, int y){
    if(key=='s'){

            if(fout==NULL) fout = fopen("angle.txt","w+");

            for(int i=0; i<20; i++){

                    printf("%0.1f",angle[i]);

            }

    }

}


cpp>>>>>>>>>>>>>
#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 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 drawUpper(void)
{
    if (!upper) {
        upper = glmReadOBJ("upper.obj");
        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");
        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("Gundam.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand1(void)
{
    if (!hand1) {
        hand1 = glmReadOBJ("hand1.obj");
        if (!hand1) exit(0);
        glmUnitize(hand1);
        glmFacetNormals(hand1);
        glmVertexNormals(hand1, 90.0);
    }
    glmDraw(hand1, 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, da=-1; ///加入旋轉
float angle[20]={};
int angleID=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    //glutWireCube(0.6);
    //glutSolidSphere( 0.1, 30, 30 ); ///week11-3
    glPushMatrix();
        glRotatef(180, 0, 1, 0);
        drawBody();
        glPushMatrix(); /// Step 05
            ///下一節課, 再把 T-R-T 在上手臂再做一次
            glTranslatef(-0.15, 0, 0);
            glRotatef(angle[0], 1, 0, 0); ///Step02(2) 旋轉
            glTranslatef(-0.025, -0.05, 0); ///(1)
            drawUpper(); ///Step 03
            glPushMatrix(); ///加入旋轉
                glTranslatef(0, -0.1, 0); ///Step 04 (3) 把旋轉中的手,掛到肩上
                glRotatef(angle[1], 1, 0, 0); ///Step02(2) 旋轉
                glTranslatef(0, -0.2, 0); ///Step 01(1) 把旋轉中心,放到正中心 (有個球在正中心)
                drawLower(); /// Step 00
            glPopMatrix(); ///加入旋轉
        glPopMatrix(); /// Step 05
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y){
if(key=='0') angleID = 0;
if(key=='1') angleID = 1;
if(key=='2') angleID = 2;
if(key=='3') angleID = 3;
}
int oldX=0 ,oldY=0;
void mouse (int button, int state, int x, int y){
oldX = x;
oldY = y;
}
void motion(int x, int y){
angle[angleID] += y-oldY;
oldX=x;
oldY=y;
glutPostRedisplay();
}
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("week13-3 obj gundam body upper lower");
    glutDisplayFunc(display);
    glutIdleFunc(display); ///加入旋轉
    glutKeyboardFunc(keyboard);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);
    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();
}






沒有留言:

張貼留言