week08
從老師給的網址( https://jsyeh.org/3dcg10/ )下載3個檔案source.zip,windows.zip和data.zip,解壓縮後把data資料夾中的data放入windows的資料夾,後開啟windows裡的Transformation.exe
了解3D模型
v ==> vertex ///頂點
vt ==> glTexCoord2f(tx,ty) ///貼圖座標
vn==> vertex normal ///法向量
f ==> facet ///面
在Maya ==> File ==> Export All ==> 把自己的模型存成OBJexport檔
week08-1_glm_model
#include <GL/glut.h>
#include "glm.h" ///要把檔案放同一個目錄(檔案在下載的source.zip)
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_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutMainLoop();
}
加入glm.c改檔名成glm.cpp,對week08-1_glm_model 點滑鼠右鍵


加入glm.c改檔名成glm.cpp,對week08-1_glm_model 點滑鼠右鍵
將自己的模型檔案放在 桌面/freeglut/bin
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL; ///模型的指標,一開始NULL空的
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel == NULL) ///第一次匯進來
{
pmodel = glmReadOBJ("f-16.obj"); ///檔名照自己的模型
glmUnitize(pmodel); ///縮放成Unity單位大小(-1 . . +1)
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
///glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutMainLoop();
}
week08-2_glm_model_texture
#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);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
///glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutMainLoop();
}
從Settings ==> Compiler settings
Search dirctories ==> Compiler 目錄加入 C:\OpenCV2.1\include
Linker 目錄加入 C:\OpenCV2.1\lib
Linker settings 加入 cv210 cxcore210 highgui210 三個

#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.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;
}
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL)
{
pmodel=glmReadOBJ("Gundam.obj"); //模型檔名
glmUnitize(pmodel); //縮放成單位大小
}
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE);
//glutSolidTeapot(0.3);
glutSwapBuffers(); //交換顯示
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); //設定顯示模式
glutCreateWindow("week08"); //視窗名稱
myTexture("Diffuse.jpg");
glutDisplayFunc(display); //顯示的函式
glutMainLoop(); //主要迴圈最後
}
圖片如果顛倒可以用小畫家開啟後轉180度
#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" ///step02-1 把 source.zip裡的 glm.h 放在同目錄中
///step03-1也要把step02-1的 glm.h也準備好
///glm.cpp 也要加到你的程式目錄裡
GLMmodel * pmodel = NULL; ///step02-1 模型的指標,一開始NULL空的
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
///step03-1執行前,確認Gundam.obj Gundam.mtl 都在freeglut的bin
if(pmodel==NULL){ ///第一次會進來 step02-1
pmodel = glmReadOBJ("Gundam.obj");///檔名照你的檔名 step02-1
glmUnitize(pmodel);///step02-2 縮放成Unit單位大小(-1..+1)
glmFacetNormals(pmodel);///step03-1
glmVertexNormals(pmodel, 90);///step03-1
}
glPushMatrix();
glRotatef(angle, 0,1,0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE); ///step02-1
glPopMatrix();
///glutSolidTeapot( 0.3 );
angle++;
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
myTexture("Diffuse.jpg");///step03-2圖檔也是放freeglut的bin
glEnable(GL_DEPTH_TEST);///下週再教3D的glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
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