2024年6月13日 星期四

week12

 #week12-1_obj_gundam_hand1_hand2

0.安裝freeglut 更改檔名

1.重開codeblocks  加入三設定

2.再把github上周程式拿下來

3.把Week11-3_obj_gundam_hand1_hand2複製到桌面

4.改目錄名 week12-1_obj_gundam_opencv_hand1_hand2

5.再用Codeblocks 開啟剛剛cbp檔 跑出上週的手臂

6.增加旋轉中心程式 角度高度程式






#week12-2_obj_gundam_upper_lower_hand

1.把week12-1_obj_gundam_opencv_hand1_hand2整個目錄 ,複製新的目錄

改名week12-2_obj_gundam_upper_lower_hand

2.把.cbp檔 修改成week12-2_obj_gundam_upper_lower_hand.cbp

3.Codeblocks 把 .cbp開起來 改專案名









#程式碼

#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 * hande1 = NULL;
GLMmodel * hande2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
void drawhande1(void)
{
    if (!hande1) {
        hande1 = glmReadOBJ("hande1.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 (!hande1) exit(0);
        glmUnitize(hande1);
        glmFacetNormals(hande1);
        glmVertexNormals(hande1, 90.0);
    }

    glmDraw(hande1, GLM_SMOOTH | GLM_TEXTURE);
}
void drawpmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("pmodel.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 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);
}
void drawhande2(void)
{
    if (!hande2) {
        hande2 = glmReadOBJ("hande2.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 (!hande2) exit(0);
        glmUnitize(hande2);
        glmFacetNormals(hande2);
        glmVertexNormals(hande2, 90.0);
    }

    glmDraw(hande2, 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();
    drawupper();
    glPushMatrix();
        ///glRotatef(angle++,0,1,0);
        glTranslatef(0,-0.1,0);
        glRotatef(angle++,0,0,1);
        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("week12-2_obj_gundam_upper_lower_hand");
    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();
}


#week12-3_obj_gundam_body_upper_lower

1.複製目錄week12-1_obj_gundam_opencv_hand1_hand2 更改檔名
week12-3_obj_gundam_body_upper_lower
2.在開啟Codeblocks week12-3_obj_gundam_body_upper_lower






#程式碼

#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 * hande1 = NULL;
GLMmodel * hande2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawBody(void)
{
    if (!body) {
        body = glmReadOBJ("body.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 (!body) exit(0);
        glmUnitize(body);
        glmFacetNormals(body);
        glmVertexNormals(body, 90.0);
    }

    glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhande1(void)
{
    if (!hande1) {
        hande1 = glmReadOBJ("hande1.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 (!hande1) exit(0);
        glmUnitize(hande1);
        glmFacetNormals(hande1);
        glmVertexNormals(hande1, 90.0);
    }

    glmDraw(hande1, GLM_SMOOTH | GLM_TEXTURE);
}
void drawpmodel(void)
{
    if (!pmodel) {
        pmodel = glmReadOBJ("pmodel.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 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);
}
void drawhande2(void)
{
    if (!hande2) {
        hande2 = glmReadOBJ("hande2.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 (!hande2) exit(0);
        glmUnitize(hande2);
        glmFacetNormals(hande2);
        glmVertexNormals(hande2, 90.0);
    }

    glmDraw(hande2, 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);
    drawUpper();
    glPushMatrix();
        ///glRotatef(angle++,0,1,0);
        glTranslatef(0,-0.1,0);
        ///glRotatef(angle++,1,0,0);
        glTranslatef(0,-0.2,0);
        drawLower(); ///glutSolidTeapot( 0.3 );
            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("week12-3_obj_gundam_body_upper_lower");
    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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