Step 1 : Using CodeBlocks to Light up a Teapot.
1-1. Coding
1-2. Coding
Step 2 : Using CodeBlocks to make Gundam
2-1. Coding
Final Code:
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.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);
glPushMatrix();
glRotatef(angle,0,1,0);
if(pmodel==NULL){
pmodel=glmReadOBJ("data/Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel,GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int ac,char**av){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10 texture model");
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
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