Week11
1.source.zip-glm.h放專案
1-1.glm.c(改成glm.cpp)放專案
1-2.transformation.c複製內容,貼在main.cpp
1-3.在CodeBlocks哩,左邊Add File,glm.cpp加入
2.把data放在freeglut的bin里
#include "glm.h"///使用glm.cpp的外掛
GLMmodel*pmodel=NULL;///pmodel指標
void drawmodel(void)
{///範例程式
if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();///範例程式
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutMainLoop();
}
4.model打光與旋轉
#include "glm.h"///使用glm.cpp的外掛
GLMmodel*pmodel=NULL;///pmodel指標
void drawmodel(void)
{///範例程式
if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(180,0,1,0);
drawmodel();///範例程式
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutDisplayFunc(display);
glutMainLoop();
}
2.加入glm.c,glm.h,transformation到文件夾
2.1.將glm.c改爲glm.cpp并加入file
2.2.display改爲drawmodel
2.3.複製transformation並改Diffuse.jpg(上下翻轉)
2.4.在display轉動它
2.5.修正貼圖(z:0的地方,會切到)
(1)把貼圖的z值調整一下
#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 <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);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();
glRotatef(angle,0,1,0);
drawmodel();///glutSolidTeapot(0.3);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex3f( -1, -1,+0.8 );
glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,+0.8);
glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,+0.8);
glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,+0.8);
glEnd();
glutSwapBuffers();
angle++;
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
3.把body,arm1,arm2解壓縮到文件夾
3.1.GLMmodel * body =NULL;
GLMmodel * arm1 =NULL;
GLMmodel * arm2 =NULL;很多份
3.2.讀檔 glmReadOBJ()
body=glmReadOBJ("body.obj");
arm1=glmReadOBJ("arm1.obj");
arm2=glmReadOBJ("arm2.obj");
3.3.用glmDimensions()去查模型的長寬高,再以長寬高,縮小模型
4.轉動關節(display中加入push和pop)
4.1.程式碼和執行成果
#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 <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * body =NULL;
GLMmodel * arm1 =NULL;
GLMmodel * arm2 =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);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();
glTranslatef(0,-1,0);
///glRotatef(angle,0,1,0);
///drawmodel();///glutSolidTeapot(0.3);
glmDraw(body,GLM_SMOOTH | GLM_TEXTURE);
glPushMatrix();
glTranslatef(-0.35,0.68+1,0);
glRotatef(angle,0,0,1);
glTranslatef(0.35,-0.68-1,0);
glmDraw(arm1,GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex3f( -1, -1 ,+0.8);
glTexCoord2f( 0, 1 ); glVertex3f( -1, +1 ,+0.8);
glTexCoord2f( 1, 1 ); glVertex3f( +1, +1 ,+0.8);
glTexCoord2f( 1, 0 ); glVertex3f( +1, -1 ,+0.8);
glEnd();
glutSwapBuffers();
angle++;
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
body=glmReadOBJ("body.obj");
arm1=glmReadOBJ("arm1.obj");
arm2=glmReadOBJ("arm2.obj");
pmodel=glmReadOBJ("Gundam.obj");
float dimensions[3];
glmDimensions(pmodel,dimensions);
glmScale(pmodel,2.0/dimensions[1]);
glmScale(body,2.0/dimensions[1]);
glmScale(arm1,2.0/dimensions[1]);
glmScale(arm2,2.0/dimensions[1]);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}





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