week10
step01-1
打開git指令
開啟上周的程式
匯入程式到codeblocks
安裝 GLUT 和 Opencv
打開freeglut
安裝Opencvstep02-1
把上週專案的 glm.h , glm.cpp 複製到今天的專案
把glm.cpp加到專案
把上週的程式碼複製到這週的專案
#include <GL/glut.h>
#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;
}
#include "glm.h"
GLMmodel * pmodel=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel=glmReadOBJ("Gundam.obj");///檔名用你的檔名
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE);
///glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
myTexture("Diffuse.jpg");
glutDisplayFunc(display);
glutMainLoop();
}
把Diffuse.jpg,Gundam.mlt,Gundam.obg檔案複製到freeglut的bin裡
打開freeglut裡的bin
Diffuse.jpg用小畫家打開
垂直旋轉
打開專案
week10_glm_gundam用Notepad++打開
把Diffuse.jpg,Gundam.mlt,Gundam.obg,freeglut.dll複製到今天的專案
輸入glEnable(GL_DEPTH_TEST); 前後交換
#include <GL/glut.h>
#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;
}
#include "glm.h"
GLMmodel * pmodel=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel=glmReadOBJ("Gundam.obj");///檔名用你的檔名
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE);
///glutSolidTeapot( 0.3 );
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);
glutDisplayFunc(display);
glutMainLoop();
}
step03-1
打開Maya
選出節點
選擇OBJexport匯出
把檔案放到專案裡
#include <GL/glut.h>
#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;
}
#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("body.obj");///檔名用你的檔名
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel,90);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE);
if(phand==NULL){
phand=glmReadOBJ("hand_Left.obj");///檔名用你的檔名
glmUnitize(phand);
glmFacetNormals(phand);
glmVertexNormals(phand,90);
}
glmDraw(phand, GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE);
///glutSolidTeapot( 0.3 );
angle++;
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);
glutDisplayFunc(display);
glutMainLoop();
}


































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