week08
step01-1
到https://jsyeh.org/3dcg10/
下載source,data,windows
了解3D模型是如何產生
v 對應 vertex頂點
vt 對應 貼圖座標 glTexCoord2f(tx,ty)
vn 對應 vertex normal法向量
f 對應 面facet
打開data
al.obj
step01-2
打開Maya
選擇windows
選擇Setting/Preference
選擇Plug-in Manager
尋找objExport.mll
兩個都要勾選
匯出Expot all
檔案形式改成objExport
檔名F-16
放到data裡
step02-1
新增GLUT專案 week08-1_glm_model
刪除程式碼
貼上
#include <GL/glut.h>
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("week08");
glutDisplayFunc(display);
glutMainLoop();
}
改成
#include <GL/glut.h>
#include "glm.h"
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("week08");
glutDisplayFunc(display);
glutMainLoop();
}
把source裡的glm.h放在week08-1_glm_model的目錄裡
把source裡的glm.c放在week08-1_glm_model的目錄裡
把3D檔案放在freeglut的bin資料夾
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel=NULL){
pmodel=glmReadOBJ("F-16.obj");///檔名用你的檔名
glmUnitize(pmodel);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
///glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutMainLoop();
}
step03-1
新增專案week08-2_glm_model_texture
把source裡的glm.h放在week08-1_glm_model_texture的目錄裡
把source裡的glm.c放在week08-1_glm_model_texture的目錄裡
改成glm.cpp
#include <GL/glut.h>
#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);
///glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutMainLoop();
}
到gist.github.com/jsyeh
myTexture
改成
#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("week08");
mytexture("Diffuse.jpg");
glutDisplayFunc(display);
glutMainLoop();
}















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