Week11
## step01-1
持續實作 glm 模型相關練習: OpenCV讀圖
1.安裝opencv2.1
#include <opencv/highgui.h>
int main()
{
IplImage * img = cvLoadImage( "data/Diffuse.jpg" );
cvShowImage("week11", img);
}
## step01-2
持續實作 glm 模型相關練習: 把茶壼貼上Gundam的貼圖
1. 複製上週的程式
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
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);
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
持續實作 glm 模型相關練習: 把模型 讀進來, 畫出來
1. 在 jsyeh.org/3dcg10 下載 source.zip
2. 把 glm.c 改檔名成 glm.cpp 把 glm.h glm.cpp 放到 week11
3. 在 week11_gundam Add Files 加入 glm.cpp
4. 加入程式碼
5. main.cpp 在前面 include 2行
6. display() 裡 加入好多行
#include "glm.h"
GLMmodel * pmodel = NULL;
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();
}
```
step02-2
發現問題:
1. 貼圖上下倒過來 身體是藍色,腳是白色
2. 所以,把 data\Diffuse.jpg 用小畫家改一下
step03-1
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if( pmodel == NULL ){
pmodel = glmReadOBJ("data/head.obj");
glmUnitize( pmodel );
glmFacetNormals( pmodel );
glmVertexNormals( pmodel , 90 );
}
glPushMatrix();
glRotatef(angle, 0,1,0);
glmDraw( pmodel, GLM_TEXTURE );
glPopMatrix();
glutSwapBuffers();
angle += 1;
}
step03-2
#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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