🐱🏍 鋼彈 🐱🏍
試水溫之鋼彈圖案的茶壺
1.把檔案放進資料夾裡
freeglut.dll
gundam還沒切開/Diffuse.jpg
自己下載的/bg.jpg
3.成功出現有鋼彈貼圖的茶壺,並且有美美的背景
程式碼如下:
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLuint id1, id2; ///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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glutSolidTeapot(0.3);
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();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("08160554");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");///放鋼彈的貼圖
id2 = myTexture("bg.jpg");///背景
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
接下來要真正挑戰鋼彈
1.把檔案放進資料夾裡
freeglut.dll
gundam還沒切開/Diffuse.jpg
自己下載的/bg.jpg
glm.c要改成glm.cpp
glm.h
transformation.c
Gundam.obj
Gundam.mtl
3.把glm.cpp add進專案裡
4.之後在main裡新增程式(此時的main還是茶壺)
程式碼如下:
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h" ///使用外掛
GLMmodel*pmodel1=NULL; ///glm模型指標
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2; ///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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glutSolidTeapot(0.3);
drawmodel();
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();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("08160554");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");///放鋼彈的貼圖
id2 = myTexture("bg.jpg");///背景
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
5.跑出來了!!!要注意附檔名喔!
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel*pmodel1=NULL;
void drawmodel(void)
{
if(!pmodel1)
{
pmodel1=glmReadOBJ("Gundam.obj");
if(!pmodel1)exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2;
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;
}
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++; ///增加角度
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("08160554");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
7.加點程式碼
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel*pmodel1=NULL;
void drawmodel(void)
{
if(!pmodel1)
{
pmodel1=glmReadOBJ("Gundam.obj");
if(!pmodel1)exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1,GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2;
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;
}
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 ); 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();
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, id1); ///位置不同
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("08160554");
glutDisplayFunc(display);
glutIdleFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
8.要放關節到資料夾裡
9.讓手臂轉動
程式碼如下:
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include"glm.h"
GLMmodel * pmodel= NULL;
GLMmodel * body=NULL;
GLMmodel * arm1=NULL;
GLMmodel * arm2=NULL;
///GLMmodel * hand1=NULL;
///GLMmodel * hand2=NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("body.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2;
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;
}
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();
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 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
angle++;
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("08160554");
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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