week10
week10_glm_gundam
安裝OpenCV
從Settings ==> Compiler settings
Search dirctories ==> Compiler 目錄加入 C:\OpenCV2.1\include
Linker 目錄加入 C:\OpenCV2.1\lib
用github
cd desktop
git clone https://github.com/fuiiiii/2023graphicsb
可以
複製上week08的week08-2_glm_model_texture程式碼
把week08-2_glm_model_texture裡的(glm.cpp)(glm.h)複製到week10_glm_gundam
加入(glm.cpp)
把(Diffuse.jpg)(Gundam.mtl)(Gundam.obj)放到桌面/freeglut/bin
#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("week10");
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();
}
修改儲存位置
week10_glm_gundam.cbp將裡面的位置改成 .
將桌面/freeglut/bin裡面的(Diffuse.jpg)(freeglut.dll)(Gundam.mtl)(Gundam.obj)放到week10_glm_gundam用Maya刪除多餘部分
#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
GLMmodel * phand = NULL;
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
}
if(phand==NULL){ ///第一次會進來 step02-1
phand = glmReadOBJ("hand_Left.obj");///檔名照你的檔名 step02-1
glmUnitize(phand);///step02-2 縮放成Unit單位大小(-1..+1)
glmFacetNormals(phand);///step03-1
glmVertexNormals(phand, 90);///step03-1
}
glutSolidSphere(0.1,30,30);
glPushMatrix();
glRotatef(angle, 0,1,0);
glTranslatef(0,-0.1,0);
glmDraw(phand, 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("week10");
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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