week08
step01-1
https://jsyeh.org/3dcg10/
下載3個資料夾
data丟進window點選Transformation.exe
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
f對應 面facet
開啟新的專案,複製某週的程式
把glm.h丟進專案的資料夾才能執行
把glm.c改成glm.cpp丟到專案裡
#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");
}
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();
}
step02-2
複製上一個增加藍色那行
#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");
}
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();
}
開啟新專案
#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);
/// 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();
}
#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");
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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