2021年6月21日 星期一

week13

week13程式碼:

 #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 * pmodel = NULL; ///glm模型的指標

GLMmodel * body = NULL;

GLMmodel * arm1 = NULL;

GLMmodel * arm2 = NULL;

///GLMmodel * hand1 = NULL;

///GLMmodel * hand2 = 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();

        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+=0.1;

}

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"); ///因為會被調掉


    pmodel=glmReadOBJ("gundam.obj");///完整的大模型

    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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