☆本週內容☆
3D Exploration 跑鋼彈
step01:安裝3D Explorationd
step02:開啟3D Explorationd後,Flie > Open尋找鋼彈obj檔匯入匯入成功
step01:SaveAs > 檔案選擇"OpenGL cpp"檔
step02:選擇SampleAPP格式,產生 cpp程式檔和bmp圖檔
step03:把桌面的cpp檔放入資料夾,圖檔放入freeglut > bin資料夾
step02: CodeBlocks 開啟OpenGL專案檔,把鋼彈匯入專案中
step03:Build & Run 產生錯誤訊息(有些錯誤就修一下) 即可成功讀出鋼彈 #define GL_BGR_EXT 0x80E0、 #define GL_BGRA_EXT 0x80E1寫在上方 ,並把程式碼內的錯訊息覆蓋上 ( 可以解決你在 compile時, 找不到 GL_BGR_EXT 及 GL_BGRA_EXT 的問題)
#include<stdio.h>
#include<windows.h>
#include<GL/glut.h>
void display( ) ///茶壺
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers( );
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; ///打光
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("week12-08160023");
glEnable(GL_DEPTH_TEST); ///打光
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( );
}
#include <opencv/cv.h>
#include<windows.h>
int myTexture(char *fliename) ////設定貼上鋼彈圖片
{
IplImage * img = cvLoadImage("fliename"); ///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( );
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; ///打光
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("week12-08160023");
glEnable(GL_DEPTH_TEST); ///打光
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_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);
myTexture("Diffuse.jpg") //鋼彈圖片貼上
glutDisplayFunc(display);
glutMainLoop( );
}
















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