2021年5月12日 星期三

Xian筆記-Week12

 

Week12

1. 主題: 模型會動 (切割關節)
2. 主題: 3D Exploration
3. 複習: glm, 打光、貼圖
4. 主題: 解決 T-R-T 關節性轉動
5. 作業: HW4






1.安裝 3D Exploration !!

    可以讀 3D 的檔案

   Save as 還可以匯出CPP檔!!!

   步驟如圖所示...

      
  匯出記得選sample app

    









2. CodeBlocks 開 OpenGL專案


3. main.c 換 gundam_3dexp.cpp (放同目錄裡)切換 先Remove , 再Add






4.Build & Run , 但有錯誤 , 有東西要加 

    #define GL_BGR_EXT 0x80E0

    #define GL_BGRA_EXT 0x80E1

        再註解// Palette的兩行

         





5. 修改一下程式碼,這傢伙本身會一直轉,頭很暈 

    找到那一堆你認識的程式碼(移動、旋轉、縮放)



    

註解掉原本的,讓他只對著Y軸旋轉,並且放大三倍(原本大小太小了)

     glRotatef( nAngle, 0, 1, 0 );
glScalef( 3, 3, 3 );
    


    

6. 用MAYA,Import 模型 

    選取你要的Faces 

    再Export Selection 

    匯出的檔案格式記得選OBJexport !!!


    匯入

    
    選好你要的面後
    匯出




------------------------------------------------------------------------------------------------


HW4如何寫


1.GLUT專案 ,把打光弄好



#include <GL/glut.h> void display() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidTeapot( 0.3 ); glutSwapBuffers(); } ///下面是從 GLUT專案main.cpp剪貼來的
///打光 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 hw4"); glutDisplayFunc(display); ///下面是從 GLUT專案main.cpp剪貼來的 ///打光

    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(); }







































2.GLUT專案中的工作目錄搬家 ,搬到專案檔裡面

詳見:





3.完成貼圖 , glm , 模型

    
  這些檔案都要丟進去
   glm.c => glm.cpp
   diffuse 貼圖
   Gandam 模型



#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; 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 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_MATERIAL); } void display() { glClearColor(1,0,0,1); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawmodel(); glutSwapBuffers(); } ///下面是從 GLUT專案main.cpp剪貼來的 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 hw4"); glutDisplayFunc(display); ///下面是從 GLUT專案main.cpp剪貼來的 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); myTexture("Diffuse.jpg");///如果只有1張,就不用記 id 了啦 glutMainLoop(); }



























































































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