#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" ///使用外掛
GLMmodel*pmodel1=NULL; ///glm模型指標
void drawmodel(void) ///函式讀取鋼彈
{
if(!pmodel1)
{
pmodel1=glmReadOBJ("Gundam.obj");
if(!pmodel1)exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE); ///參數
}
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;///初始角度=0
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();///畫鋼彈
glRotatef(angle,0,1,0);///軸心旋轉
drawmodel();
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+=0.3;///(如果覺得太快改這邊)
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("week13");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");///鋼彈貼圖
id2 = myTexture("heyyy.jpg");///背景
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}

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