2023年4月6日 星期四

week08 蔣

 WEEK08

week08-0

到https://jsyeh.org/3dcg10/網頁,下載source,data,windows全部解壓縮,data放入window,
了解3D模型是如何產生的
v 對應 vertex頂點
vt對應貼圖座標
vn對應vertex normal法向量
f對應 面facet

去may匯出obj檔,取名叫F-16

從桌面把兩個檔案丟入data裡

打開Transformation換F-16,就有自己的模型了

week08-1 glm model

開啟新的glut專案,把範例全刪,先把上周的程式拿來用,改成如下



#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");
        glmUnitize(pmodel);
    }
    glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);

    glutSwapBuffers( );
}
int main(int argc, char *argv[ ])

{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("Week08");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop( );
}

week08-2

#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");
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel,90);
    }
    glmDraw(pmodel,GLM_SMOOTH | GLM_MATERIAL);

    glutSwapBuffers( );
}
int main(int argc, char *argv[ ])

{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("Week08");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop( );
}




#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 <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");
        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( );
}





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