1.安裝檔案 freeglut , OpenCV並設定好專案
##裝好OpenCV後記得重開專案(如果本來是開啟的), 照上上禮拜的設定去改compiler.
1-0. 建立week11的glut檔案.
1-1. myGundam.zip 的data 檔 放到freeglut/bin
1-2. Computer Graphics (jsyeh.org) 裡的 source檔案下載 再把 glm.c (把它改成.cpp)( 讓glm.cpp讀進專案,右鍵點選[week11 ] add files)以及 glm.h 丟到 week11的專案檔案內.
1-3.貼上第九周的程式碼進main.cpp 裡, 並進行修改:
#include <GL/glut.h>
#include <opencv/highgui.h>
void myTexture(){
IplImage*img = cvLoadImage("data/Diffuse.jpg"); ///路徑改成data/Diffuse.jpg
cvShowImage("img",img);
cvWaitKey(0);
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char *argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
myTexture();
glutMainLoop();
return 0;
}
2.myTexture 的使用.
把myTexture放到程式的前面.
再把10行glut貼上去.
在main內的myTexture("data/Diffuse.jpg");
myTexture.txt:
#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;
}
10行程式碼:
glPushMatrix();//備份矩陣
glTranslatef(x,y,z);//移動
glRotatef(angle,x,y,z);//轉動
glScalef(x,y,z);//縮放
glBegin(GL_POLYGON);//開始畫
glColor3f(r,g,b);//色彩
glTexCoord2f(tx,ty);//貼圖座標
glNormal3f(nx,ny,nz);//打光的法向量
glVertex2f(x,y);//頂點
glEnd();//結束畫
glPopMatrix();//還原矩陣
最後為:
#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;
}
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("week11");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
return 0;
}
3.貼出 glm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;
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("data/gundam.obj");//讀入模型
glmUnitize(pmodel);//把讀入模型pmodel調整成單位大小 -1...+1
glmFacetNormals(pmodel);//把Facet面的法向量Normals算出來.
glmVertexNormals(pmodel,90);//把Vertex 的法向量,用面算出來
}
glmDraw(pmodel,GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc, char *argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
return 0;
}
#include <opencv/cv.h>
#include <GL/glut.h>
#include <glm.h>
GLMmodel *pmodel=NULL;
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("data/gundam.obj");//讀入模型
glmUnitize(pmodel);//把讀入模型pmodel調整成單位大小 -1...+1
glmFacetNormals(pmodel);//把Facet面的法向量Normals算出來.
glmVertexNormals(pmodel,90);//把Vertex 的法向量,用面算出來
}
glmDraw(pmodel,GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc, char *argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
return 0;
}
再把3D 功能開啟
glutIdleFunc(display);//讓他旋轉的display
glEnable(GL_DEPTH_TEST);
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>
GLMmodel *pmodel=NULL;
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);
if(pmodel==NULL){
pmodel = glmReadOBJ("data/gundam.obj");//讀入模型
glmUnitize(pmodel);//把讀入模型pmodel調整成單位大小 -1...+1
glmFacetNormals(pmodel);//把Facet面的法向量Normals算出來.
glmVertexNormals(pmodel,90);//把Vertex 的法向量,用面算出來
}
glPushMatrix();
glRotatef(angle,0,1,0);//讓他轉動
glmDraw(pmodel,GLM_TEXTURE);
glPopMatrix();
glutSwapBuffers();
angle+=1;//一個display 加1度
}
int main(int argc, char *argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutIdleFunc(display);//讓他旋轉的display
myTexture("data/Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}




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