2021年5月3日 星期一

Week11

 Week11

1.source.zip-glm.h放專案

1-1.glm.c(改成glm.cpp)放專案

1-2.transformation.c複製內容,貼在main.cpp

1-3.在CodeBlocks哩,左邊Add File,glm.cpp加入


2.把data放在freeglut的bin里


3.顯示model


#include "glm.h"///使用glm.cpp的外掛
GLMmodel*pmodel=NULL;///pmodel指標

void drawmodel(void)
{///範例程式
    if (!pmodel) {
        pmodel = glmReadOBJ("data/porsche.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawmodel();///範例程式
    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week11");
    glutDisplayFunc(display);
    glutMainLoop();
}
4.model打光與旋轉

#include "glm.h"///使用glm.cpp的外掛
GLMmodel*pmodel=NULL;///pmodel指標

void drawmodel(void)
{///範例程式
    if (!pmodel) {
        pmodel = glmReadOBJ("data/porsche.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(180,0,1,0);
        drawmodel();///範例程式
    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("week11");
    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);
    glutDisplayFunc(display);
    glutMainLoop();
}
2.加入glm.c,glm.h,transformation到文件夾
2.1.將glm.c改爲glm.cpp并加入file
2.2.display改爲drawmodel
2.3.複製transformation並改Diffuse.jpg(上下翻轉)
2.4.在display轉動它

2.5.修正貼圖(z:0的地方,會切到)
(1)把貼圖的z值調整一下
#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>
#include "glm.h"
GLMmodel * pmodel = NULL;
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);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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;
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
    glRotatef(angle,0,1,0);
    drawmodel();///glutSolidTeapot(0.3);
    glPopMatrix();
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex3f( -1, -1,+0.8 );
        glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,+0.8);
        glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,+0.8);
        glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,+0.8);
    glEnd();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week13 ");
    glutDisplayFunc(display);
    glutIdleFunc(display);

    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}
3.把body,arm1,arm2解壓縮到文件夾
3.1.GLMmodel * body =NULL;
      GLMmodel * arm1 =NULL;
      GLMmodel * arm2 =NULL;很多份
3.2.讀檔 glmReadOBJ()
    body=glmReadOBJ("body.obj");
    arm1=glmReadOBJ("arm1.obj");
    arm2=glmReadOBJ("arm2.obj");
3.3.用glmDimensions()去查模型的長寬高,再以長寬高,縮小模型

4.轉動關節(display中加入push和pop)
4.1.程式碼和執行成果
#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>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * body =NULL;
GLMmodel * arm1 =NULL;
GLMmodel * arm2 =NULL;

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);
}
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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;
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
    glTranslatef(0,-1,0);
    ///glRotatef(angle,0,1,0);
    ///drawmodel();///glutSolidTeapot(0.3);
    glmDraw(body,GLM_SMOOTH | GLM_TEXTURE);
    glPushMatrix();
        glTranslatef(-0.35,0.68+1,0);
        glRotatef(angle,0,0,1);
        glTranslatef(0.35,-0.68-1,0);
        glmDraw(arm1,GLM_SMOOTH | GLM_TEXTURE);
    glPopMatrix();
    glPopMatrix();
    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex3f( -1, -1 ,+0.8);
        glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,+0.8);
        glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,+0.8);
        glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,+0.8);
    glEnd();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week13 ");
    glutDisplayFunc(display);
    glutIdleFunc(display);

    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    body=glmReadOBJ("body.obj");
    arm1=glmReadOBJ("arm1.obj");
    arm2=glmReadOBJ("arm2.obj");

    pmodel=glmReadOBJ("Gundam.obj");
    float dimensions[3];
    glmDimensions(pmodel,dimensions);
    glmScale(pmodel,2.0/dimensions[1]);
    glmScale(body,2.0/dimensions[1]);
    glmScale(arm1,2.0/dimensions[1]);
    glmScale(arm2,2.0/dimensions[1]);

    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}




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