2023年4月19日 星期三

ww-week10-3D模型

 1.介紹3D模型OBJ檔

在https://jsyeh.org/3dcg10/中下載[data][win32]兩個檔案/在資料夾中開啟後分別解壓縮/將data資料夾放到window裡/開啟Transformation.exe


※3D模型在data檔裡會對應OBJ檔,會再引用.mtl檔對應material材質。OBJ裡V=vertex頂點,vt=vertex texture貼圖座標,vn=nertex nomal打光用的法向量,f=face面,會用到3或4個頂點。
2.畫出模型
將https://jsyeh.org/3dcg10/中下載[source]裡面是程式/將以下三個檔案拉出來放桌面
新增Project :選擇GLUT project
Go/Next/先設定存放位置/再更改檔案名稱week10_glm

小葉老師上課軟體/freeglut檔案複製到桌面/將lib/freeglut.a複製貼上後改成libglut32.a


#include <GL/glut.h>
#include "glm.h"
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
    glutDisplayFunc(display);
    glutMainLoop();

}
將source.zip裡的gim.h和gim.c放進week10_glm目錄裡, gim.c改成gim.cpp,專案內week10_glm右鍵add file加入gim.cpp
把檔案模型複製到桌面/freeglut/bin內
將模型畫出來/從桌面transformation.c內找程式碼 
 #include <GL/glut.h>
#include "glm.h"

GLMmodel* pmodel = NULL;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if (pmodel==NULL) {
        pmodel = glmReadOBJ("al.obj");
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90);
    }
    glmDraw(pmodel,GLM_MATERIAL);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");

    glutDisplayFunc(display);
    glutMainLoop();
}

開新project檔week10_gim_gundam/把剛剛week10_glm程式拿來用/gim.h和gim.c放進week10_glm_gundam目錄裡, gim.c改成gim.cpp/專案內week10_glm_gundam右鍵add file加入gim.cpp

3.畫鋼彈模型
小葉老師上課軟體/安裝OpenCV-2.1.0-win32-vs2008.exe/第三步選擇Add OpenCV其中一個/目錄不變/重新開啟CodeBlocks

開啟codeBlocks後/Setting/Compiler/Search directory內 : 

1.Compiler:C:\OpenCV2.1\include 

2.Linker:C:\OpenCV2.1\lib

3.在Linker setting 裡,add三個:cv210,cxcore210,highgui210




將老師的myTexture.cpp拿來用加在整個程式的前/改glmDraw(pmodel,GLM_MATERIAL |GLM_TEXTURE);/在glutCreateWindow("week10");後加入myTexture("Diffuse.jpg");/從開一次codeblocks
※若錯誤可試試bulid/rebulid


#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
#include <opencv/highgui.h> 
#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;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if (pmodel==NULL) {
        pmodel = glmReadOBJ("Gundam.obj");
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90);
    }
    glmDraw(pmodel,GLM_MATERIAL |GLM_TEXTURE);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");
    myTexture("Diffuse.jpg");
    glutDisplayFunc(display);
    glutMainLoop();
}


git指令
cd desktop
git clone https://github.com/你的帳號/2023graphicsa
cd 2023graphicsa
加入檔案
git add . 
git status

git config --global user.email "jsyeh@mail.mcu.edu.tw"

git config --global user.name "jsyeh"

git commit -m "week10"

git push

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