#include <opencv/highgui.h>
int main(){
IplImage * img=cvLoadImage("data/Diffuse.jpg");
cvShowImage("week11",img);
cvWaitKey();
}
把鋼蛋變成茶壺材質
把這行* myTexture("gwawa.jpg");* 改成 myTexture("data/Diffuse.jpg");
step2-2把 glm.c & glm.h & transformation.c 加到 week11_gundam ,
把glm.c改附檔名-->glm.cpp
step2-3.加程式碼 codeblocks / week11_gundam 按右鍵 add file 加glm.cpp
step2-4.寫程式碼
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"///在專業目錄找
GLMmodel * pmodel = NULL ;///指標,指到模型,是空指標
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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);
if( pmodel == NULL){
pmodel=glmReadOBJ("data/Gundam.obj") ; ///讀模型
glmUnitize(pmodel) ; ///換成Unit單位大小
glmFacetNormals(pmodel) ; ///重新計算法向量
glmVertexNormals(pmodel,90) ; ///重新計算模型頂點的法向量
}
glmDraw(pmodel,GLM_TEXTURE) ; ///模型畫貼圖
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();
}
step2-5圖片方向不對,用小畫家把Diffuse.jpg垂直翻轉
step2-6加3D,旋轉
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"///在專業目錄找
GLMmodel * pmodel = NULL ;///指標,指到模型,是空指標
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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);
if( pmodel == NULL){
pmodel=glmReadOBJ("data/Gundam.obj");///讀模型
glmUnitize(pmodel);///換成Unit單位大小
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);///模型畫貼圖
glPopMatrix();
glutSwapBuffers();
angle+=0.8;
}
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");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
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