1.安裝freeglut.OpenCV
2.將myGundam資料夾內的data移至freeglut/bin資料夾
3.下載jsyeh.org/3dcg10的source
4.新增glut專案(week11_gundam)
5.解壓縮source,將裡面的glm.c glm.h transdormation.c放到week11_gundam 專案 目錄
6.將glm.c更改檔案名稱為glm.cpp
7.在week11_gundam秀出鋼蛋圖,程式碼
#include <opencv/highgui.h>
int main()
{
IplImage*img=cvLoadImage("data/Diffuse.jpg");///讀圖
cvShowImage("week11",img);///秀圖
cvWaitKey(0);
}

8.將鋼蛋貼圖貼到茶壺上
#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 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}

9.鋼蛋模型
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodel=NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
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;
}
10.將3D功能開啟
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodel=NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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");
glmUnitize(pmodel);
glmFacetNormals(pmodel);.
glmVertexNormals(pmodel,90);
}
glPushMatrix();
glRotatef(angle,0,1,0);
glmDraw(pmodel,GLM_TEXTURE);
glPopMatrix();
glutSwapBuffers();
angle+=1;
}
int main(int argc, char *argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutIdleFunc(display);
myTexture("data/Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
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