2021年5月17日 星期一

week13

 #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>

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;

}

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    glBindTexture(GL_TEXTURE_2D, id1);

    glutSolidTeapot(0.3);


    glBindTexture(GL_TEXTURE_2D, id2);

    glBegin(GL_POLYGON);

        glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );

        glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );

        glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );

        glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );

    glEnd();

    glutSwapBuffers();

}

int main(int argc, char** argv)

{

    glutInit( &argc, argv );

    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow(" Week08 ");

    glutDisplayFunc(display);


    id1 = myTexture("Diffuse.jpg");

    id2 = myTexture("bg.jpg");

    glEnable(GL_DEPTH_TEST);

    glutMainLoop();

}

opencv要下載settings的complier要改內容
要進入freeglut的bin檔把freeglut.dll放入這次的檔案中
把diffuse bg放入檔案資料夾內
再下載notepad++
將這次的profile檔案用notepad++開啟
把working_dir後面改成"."即可執行
接下來把gundam檔案解壓縮 並把gundam檔案放入資料夾內
下載source檔案並解壓縮把glm.c glm.h transformation.c複製到資料夾
再用notepad++開啟transformation
複製這段void
drawmodel(void)
{
    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);
}
再進去改程式碼
pmodel = glmReadOBJ("data/porsche.obj");改pmodel = glmReadOBJ("gundam.obj");
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);改glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
display把茶壺改成鋼彈
最後程式碼
#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>
#include "glm.h"//使用外掛
GLMmodel*pmodel=NULL;//glm模型指標
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;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    drawmodel();

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}
把Diffuse的圖片用小畫家轉360度
出來的圖片才會正常
在程式碼display這邊加上angle讓他做轉動即可成功旋轉


修正貼圖因為機器人會被背景削到所以要調整背景修正貼圖 將glvertex2f改成3f
#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"//使用外掛
GLMmodel*pmodel=NULL;//glm模型指標
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();
    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(" Week08 ");
    glutDisplayFunc(display);
    glutIdleFunc(display);

    id1 = myTexture("Diffuse.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    glutMainLoop();
}
即可成功
把gundam檔案裏面的body arm hand放入資料夾
程式碼裡面要加GLMmodel*(body arm hand)=NULL;基礎至少三份指標

用gundam資料夾的main.cpp看會發現說直接把四肢放進去畫會太大但我們目標是-1~+1所以用glmDimensions去查模型原來的長寬高再用求得的值去進行縮放
接下來把arm正確轉動TRT 手臂掛回肩上做轉動 要先把手臂的選轉軸移動到正中間
#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"//使用外掛
GLMmodel*pmodel=NULL;//glm模型指標
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();
        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(" Week08 ");
    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,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();
}成功轉動







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