2021年5月17日 星期一

MCUCG_Week13

 1.旋轉鋼彈

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

#include "glm.h"

GLMmodel*pmodel=NULL;

void

drawmodel(void)

{

    if (!pmodel) {

pmodel = glmReadOBJ("gundam.obj");

if (!pmodel) exit(0);

glmUnitize(pmodel);

glmFacetNormals(pmodel);

glmVertexNormals(pmodel, 90.0);

    }


    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);

}

GLuint id1, id2; ///TODO:增加2個 貼圖ID

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);


    glDisable(GL_DEPTH_TEST);

    glBindTexture(GL_TEXTURE_2D, id2);

    glBegin(GL_POLYGON);

        glTexCoord2f(0,0); glVertex2f(-1,-1);

        glTexCoord2f(0,1); glVertex2f(-1,+1);

        glTexCoord2f(1,1); glVertex2f(+1,+1);

        glTexCoord2f(1,0); glVertex2f(+1,-1);

    glEnd();


    glEnable(GL_DEPTH_TEST);

    glBindTexture(GL_TEXTURE_2D, id1);

    glPushMatrix();

        glRotatef(angle, 0,1,0);

        drawmodel();

    glPopMatrix();


    glutSwapBuffers();

    angle++;

}

int main(int argc, char** argv)

{

    glutInit( &argc, argv );

    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow(" Week08 ");

    glutDisplayFunc(display);

    glutIdleFunc(display);


    id1 = myTexture("Diffuse.jpg");

    id2 = myTexture("bg.jpg");

    glEnable(GL_DEPTH_TEST);

    glutMainLoop();

}



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