複習上周第三個的程式(鋼彈)
範例:https://jsyeh.org/3dcg10/
1.下載網址內的source,以及老師提供的gundam資料夾
2.將gundam模型裡面的data資料夾,放入freeglut/bin的資料夾裡面
3.codeblocks->File->Project->GLUT,檔案命名為week11_gundam
4.將soure資料夾內的glm.h、glm.c(glm.c要改成glm.cpp)放到week11_gundam
5.freeglut/bin資料夾放入week11_gundam(成功執行後,week11_gundam才會有obj資料夾)
5.返回codeblocks,左側project欄位的week11_gundam,點擊右鍵Add Files,選擇glm.cpp,預設不做變更,直接選OK
複製week09第一個程式碼
貼圖程式碼(成功執行會跑出鋼彈的貼圖)
#include <opencv/highgui.h>
int main()
{
///Ipl是Intel performance library的縮寫
IplImage * img = cvLoadImage("data/Diffuse.jpg");///讀圖
cvShowImage("week11",img);///秀圖
cvWaitKey(0);///等任意鍵繼續
}
成功執行後,week11_gundam會有obj資料夾
複製week10的第二個程式碼
鋼彈貼在茶壺上
#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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week11 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
return 0;
}

2D平面鋼彈模型
#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;///指定一個空指標
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,用面平均算出來,超過90度就分開
}
glmDraw(pmodel,GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week11 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
return 0;
}

會旋轉的3D立體鋼彈模型
#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;///指定一個空指標
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,用面平均算出來,超過90度就分開
}
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week11 gundam");
glutDisplayFunc(display);
glutIdleFunc(display);
myTexture("data/Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
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