繼續實作glm模型練習
步驟一
1.安裝好freeglut
2.opencv裝好,opencv裡面設定調好
setting-compiler-search directories compiler include C:\OpenCV2.1\include
setting-compiler-search directories Linker lib C:\OpenCV2.1\lib
setting-compiler-Linker cv210 cxcore210 highgui210
3.重開codeblocks 開新專案
4.myGumdam.zip裡的data放進freeglut的bin裡打以下程式碼
#include <opencv/highgui.h>
int main()
{
IplImage * img = cvLoadImage("data/Diffuse.jpg");
cvShowImage("week11",img);
cvWaitKey();
}
步驟二
把茶壺貼上鋼彈的貼圖
1.上面放上週的myTexture放在程式
2.下面放GLUT 10行程式
3.main()的glutMainLoop()之前,加入myTexture("data/Diffuse.jpg");
打以下程式碼
#include <opencv/highgui.h>
#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;
}
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("week11 gundam");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
步驟三
1.jsyeh.org/3dcg10下載source.zip (glm.h和glm.c和transformation.c)
2.glm.c改成glm.cpp,glm.cpp和glm.h 放進week11專案裡
3.add files glm.cpp
4.加入程式碼
#include後加入
#include "glm.h"
GLMmodel * pmodel =NULL;
display()裡加入
void display()
{
glClear(GL_COLOR_BUFFER_BIT || GL_DEPTH_BUFFER_BIT);
//glutSolidTeapot(0.3);
if(pmodel == NULL){
pmodel = glmReadOBJ("data/Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel ,90);
}
glmDraw(pmodel ,GLM_TEXTURE);
glutSwapBuffers();
}
鋼彈模型程式碼
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.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,表示模型沒準備好
pmodel = glmReadOBJ("data/Gundam.obj");///就讀模型
glmUnitize(pmodel);///換算成Unit單位 -1...+1
glmFacetNormals(pmodel);///重新計算模型的面的法向量
glmVertexNormals(pmodel ,90);///重新計算模型的頂點的法向量
}
glmDraw(pmodel ,GLM_TEXTURE);///有模型後,畫面要記得畫貼圖
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();
}
因為貼圖上下顛倒
所以用小畫家垂直翻轉 Diffuse.jpg
步驟四
鋼彈轉動
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "glm.h"
GLMmodel * pmodel=NULL;
///GLUquadric * sphere = NULL;///指標,指到2次曲面
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;///旋轉角度
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
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);///換算成unit單位大小
glmFacetNormals(pmodel);///重新計算模型的面的法向量
glmVertexNormals(pmodel,90);///重新計算模型頂點的法向量
}
glmDraw(pmodel,GLM_TEXTURE);///有模型後畫面要記得畫貼圖
glPopMatrix();
glutSwapBuffers();
angle+=0.01;
}
int main(int argc, char *argv[])///main()主函式 進階版
{
glutInit(&argc,argv);///把參數送給glutInit初始化
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);///雙緩衝區+3D深度功能
glutCreateWindow("week11_gundam");///開GLUT視窗
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);///顯示用的函式
glutIdleFunc(display);
myTexture("data/Diffuse.jpg");
///myTexture("earth.jpg");
///sphere=gluNewQuadric();///準備好2次曲面
glutMainLoop();
}


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