下載git軟件,複製github week10檔案,貼上專案
C:\OpenCV2.1\include
C:\OpenCV2.1\lib
cv210
cxcore210
highgui210
gim.cpp程式碼:
#include <opencv/highgui.h>
#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;
}
#include "glm.h"
GLMmodel * pmodel = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL)
{
pmodel=glmReadOBJ("Gundam.obj"); //模型檔名
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90l); //縮放成單位大小
}
glPushMatrix();
glRotatef(angle,0,1,0);
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
angle++;
//glutSolidTeapot(0.3);
glutSwapBuffers(); //交換顯示
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); //設定顯示模式
glutCreateWindow("week08"); //視窗名稱
myTexture("Diffuse.jpg");
glutDisplayFunc(display); //顯示的函式
glutIdleFunc(display);
glutMainLoop(); //主要迴圈最後
}
小畫家改垂直:
maya讀入模型
左手 身體個存一個ogj檔再匯出
修改程式碼:
#include <opencv/highgui.h>
#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;
}
修改目錄:
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * phand = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL)
{
pmodel=glmReadOBJ("hand_left.obj"); //模型檔名
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90); //縮放成單位大小
}
if(phand==NULL)
{
phand=glmReadOBJ("body.obj"); //模型檔名
glmUnitize(phand);
glmFacetNormals(phand);
glmVertexNormals(phand,90); //縮放成單位大小
}
glPushMatrix();
glRotatef(angle,0,1,0);
glmDraw(phand,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE);//pmodel
glPopMatrix();
angle++;
//glutSolidTeapot(0.3);
glutSwapBuffers(); //交換顯示
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); //設定顯示模式
glutCreateWindow("week08"); //視窗名稱
myTexture("Diffuse.jpg");
glutDisplayFunc(display); //顯示的函式
glutIdleFunc(display);
glutMainLoop(); //主要迴圈最後
}




沒有留言:
張貼留言