Week 10
Week10-2
Step 2:開啟 CodeBlock,開啟 Setting-Compiler,先到Search directories點 Add,並輸
入:C:\OpenCV2.1\include。接著到Search directories-Linker,輸入:C:\OpenCV2.1\lib。
最後到Linker settings分別增加:cv210、cxcore210、highgui210
結果如下圖:
程式碼:
#include <GL/glut.h>
#include "glm.h"
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
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;
}
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel ==NULL){
pmodel = glmReadOBJ("Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
myTexture("Diffuse.jpg");
glutDisplayFunc(display);
glutMainLoop();
}
Step 4:到source資料夾中,將glm.c改成glm.cpp,並將glm.cpp和glm.h複製到程式檔的資料夾中
Step 5:把Gumdan.mtl和Gumdan.obj複製進freeglut/bin/
Step 6:將Gumdan資料夾中的Diffuse.jpg以小畫家開啟,並旋轉180度
Step 7:在CodeBlock中,將glm.cpp加入檔案中:
Step 8:執行檔案,完成!
Week 10-3
Step 1:開啟CodeBlock並開啟GLUT project
Step 2:將下列程式碼複製貼上進GLUT project
程式碼:
#include <GL/glut.h>
#include "glm.h"
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
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;
}
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel ==NULL){
pmodel = glmReadOBJ("Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
myTexture("Diffuse.jpg");
glEnable(GL_DEPTH_TEST);\\\前後顛倒
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
Week 10-3.2
Step 1:打開Maya,並將模型的各部位分別Export
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