1.opencv.....
1-1.放圖
week09 code
#include <opencv/highgui.h> opencv外掛
int main()
{
Ip "l" Image * img = cvLoadImage("data/Diffuse.jpg"); 讀圖
cvShowImage("week11",img); 放圖
cvWaitKey(0); 任意鍵繼續
}
1-2 茶壺鋼彈
week09 code
#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>
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(0.6);
glutSwapBuffers();
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 texture");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
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 "glm.h"
GLMmodel * pmodel = NULL;///空指標
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(0.6);
if(pmodel == NULL)///如果是空指標表示模型還沒準備好
{
pmodel = glmReadOBJ("data/Gundam.obj");///讀模型
glmUnitize(pmodel); ///換算unit大小
glmFacetNormals(pmodel); ///重新計算模型面的法向量
glmVertexNormals(pmodel,90);///重新計算模型頂點的法向量
}
glmDraw(pmodel,GLM_TEXTURE);///有模型後畫貼圖
glutSwapBuffers();
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 gundan");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
"Diffuse.jpg" 垂直翻轉
1-4 3D+轉圈
#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 "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(0.6);
if(pmodel == NULL)///如果是空指標表示模型還沒準備好
{
pmodel = glmReadOBJ("data/Gundam.obj");///讀模型
glmUnitize(pmodel); ///換算unit大小
glmFacetNormals(pmodel); ///重新計算模型面的法向量
glmVertexNormals(pmodel,90);///重新計算模型頂點的法向量
}
glPushMatrix();
glRotatef(angle,0,1,0);
glmDraw(pmodel,GLM_TEXTURE);///有模型後畫貼圖
glPopMatrix();
glutSwapBuffers();
angle += 0.1;
}
int main(int argc ,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 gundan");
glEnable(GL_DEPTH_TEST);
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("724425.png");
glutMainLoop();
}
1-5 用maya匯出模型檔???
https://www.youtube.com/watch?v=D4a7cNFF9kQ
1-6 茶壺手臂
#include <GL/glut.h>
void hand()
{
glColor3f(0,1,0);
glutSolidTeapot(0.3);
}
void body()
{
glColor3f(1,0,1);
glutSolidTeapot(0.5);
}
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 +=0.1;
}
int main(int argc, char**argv)///這裡一定要
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11 TRT");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}




.png)
.png)
.png)
沒有留言:
張貼留言