2022年5月2日 星期一

09163076 week11

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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