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TENTH
老師的網站網址(https://jsyeh.org/3dcg10/)
一、3D模型、OBJ檔
1.先將data、win32檔案下載下來
2.將windows解壓縮,並將data拉進去windows資料夾中
4.點開data資料夾並看看各個3D Object裡面的資料
二、glm.h glm.cpp
1.開啟新的GLUT專案
3.將程式碼全刪除並改為
///把之前的10行 GLUT程式碼拿來用
#include <stdio.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GLUT_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMainLoop();
}
5.將glm.h、glm.c(記得檔名改成glm.cpp)放在week10_glm目錄裡
6.把glm.cpp加到專案裡
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel = glmReadOBJ("Al.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel ,90);
}
glmDraw(pmodel , GLM_MATERIAL);
///glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMainLoop();
}
9.執行後要能呈現出圖形
三、Gundam 鋼彈模型
1.新開一個GLUT專案,並命名為week10_glm_gundam
2.將glm.h、glm.c(記得檔名改成glm.cpp)放在week10_glm_gundam目錄裡
3.把剛剛的week10_glm的程式拿來用
#include <stdio.h>
#include "glm.h" ///下載 source.zip有glm.h放在week10_glm_gundam目錄裡
///glm.c改檔名成glm.cpp放在week10_glm_gundam目錄裡
///把glm.cpp加到專案裡
///把模型(ex. Al.obj A.mtl)複製到工作目錄
///再把Gundam.obg Gundam.mtl Diffuse.jpg放到工作目錄
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel = glmReadOBJ("Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel ,90);
}
glmDraw(pmodel , GLM_MATERIAL);
///glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMainLoop();
}
5.將桌面上的2022葉正聖老師上課軟體資料夾打開並下載裡面的OpenCV2.1版本
7.點選Settings=>Compiler
8.先選擇Search directories
9.Compiler Add => C:\OpenCV2.1\include
12.將老師給的鋼蛋檔案中的Gundam.obg Gundam.mtl Diffuse.jpg放到工作目錄
13.到老師的github網站裡面找到myTexture程式碼(https://gist.github.com/jsyeh)
#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>
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;
}
記得將display中的glmDraw()改成
glmDraw(pmodel , GLM_MATERIAL| GLM_TEXTURE);
在main()中加上myTexture("Diffuse.jpg");
以下為最終程式碼
///把剛剛的week10_glm的程式拿來用
///把之前的10行 GLUT程式碼拿來用
#include <stdio.h>
#include "glm.h" ///下載 source.zip有glm.h放在week10_glm目錄裡
///glm.c改檔名成glm.cpp放在week10_glm目錄裡
///把glm.cpp加到專案裡
///把模型(ex. Al.obj A.mtl)複製到工作目錄
///再把Gundam.obg Gundam.mtl Diffuse.jpg放到工作目錄
#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>
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;
}
GLMmodel * pmodel = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel = glmReadOBJ("Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel ,90);
}
glmDraw(pmodel , GLM_MATERIAL| GLM_TEXTURE);
///glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
myTexture("Diffuse.jpg");
glutDisplayFunc(display);
glutMainLoop();
}
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