step01
1.File-New-Project,GLUT專案week11-gundam
2.week09 opencv程式
```c++
#include<opencv/highgui.h>
int main()
{
IplImage * img =cvLoadImage("data/Diffuse.jpg");
cvShowImage("Week11",img);
cvWaitKey(0);
}
```
```c++
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///glutSolidTeapot(0.3);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
```
step02
1.http://jsyeh.org/3dcg10下載 source.zip
把glm.c改檔名成glm.cpp,把glm.cpp放到gundam專案
在專案中按右鍵add file加入glm.cpp
main.cpp前面加include兩行
didsplay加多行
```c++
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "glm.h"
GLMmodel *pmodel=NULL;
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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///glutSolidTeapot(0.3);
if(pmodel==NULL)///如果是空指標,表示模型沒做好
{
pmodel=glmReadOBJ("data/Gundam.obj");///讀模型
glmUnitize(pmodel);///換算Unit單位,-1,,,+1
glmFacetNormals(pmodel);///重新計算模型面法向量
glmVertexNormals(pmodel,90);///重新計算模型頂點法向量
}
glmDraw(pmodel,GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
```
2.
貼圖上下顛倒了
把data/Diffuse.jpg用小畫家水平翻轉
step03
鋼彈轉動
```c++
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "glm.h"
GLMmodel *pmodel=NULL;
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;
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///glutSolidTeapot(0.3);
if(pmodel==NULL)///如果是空指標,表示模型沒做好
{
pmodel=glmReadOBJ("data/Gundam.obj");///讀模型
glmUnitize(pmodel);///換算Unit單位,-1,,,+1
glmFacetNormals(pmodel);///重新計算模型面法向量
glmVertexNormals(pmodel,90);///重新計算模型頂點法向量
}
glPushMatrix();
glRotatef(angle,0,1,0);
glmDraw(pmodel,GLM_TEXTURE);
glPopMatrix();
glutSwapBuffers();
angle+=1;
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 gundam");
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
```
```c++
#include<GL/glut.h>
void hand()
{
glColor3f(0,1,0);
glutSolidTeapot(0.2);
}
void body()
{
glColor3f(1,1,0);
glutSolidTeapot(0.3);
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
body();
glPushMatrix();
glTranslatef(0.5,0.2,0);
glRotatef(angle,0,0,1);
glTranslatef(0.3,0,0);
hand();
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11 TRT");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}
```
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