Week10
到https://jsyeh.org/3dcg10/下載 [source][data][win32] 這三個檔案
之後到Maya去設定可匯出obj檔案
把glm h開頭的檔案丟到你專案資料夾下方
之後把另一個glm加上副檔名.cpp後放到目錄下(記得要打開資料夾的顯示副檔名
之後加到codeblock把3D 模型的 .mtl和.obj檔加入到C:\Users\Brad\Desktop\freeglut\bin
#include<stdio.h>
#include"glm.h"
GLMmodel* pmodel = NULL;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///清理背景不清會有殘影
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutIdleFunc(display);///清畫面
glutMainLoop();
}
之後開一個新專案然後把剛剛的glm.cpp和glm.h加到新的專案
#include <GL/glut.h>
#include "glm.h"
#include <opencv/highgui.h>
#include <opencv/cv.h>
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;
}
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, 90.0);
}
glmDraw(pmodel, GLM_MATERIAL | GLM_TEXTURE);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week10");
myTexture("Diffuse.jpg");
glutDisplayFunc(display);
glutMainLoop();
}







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