1.從上課軟體下載freeglut
2.將壓縮檔解壓到桌面
3.點開freeglut後復製其連結
4.點開lib後將freeglut.a復製
5.改名為libglut32.a (124KB)
6.到codeblock開新的專案 file > project,(當名為week08-0_simple)
7.到老師的網站(https://jsyeh.org/3dcg10/)
8.下載data,win32,source
9.解壓縮data.zip,window.zip,source.zip
10.分析data資料夾,用notepad++開啟al.mtl檔案(看到很多ka kd 對應打光的material色彩)
11.打開Al.obj(v代表vertices 後面有座標x y z,f 代表面 後面有編號的座標, g 代表group)
13.將glm.h,glm.c放到week08目錄裡,glm.c改黨名glm.cpp
14.將glm.cpp檔案加到week08-1_glm_gundam
15.將11行程式碼貼上
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08-1_glm_gundam");
glutDisplayFunc(display);
glutMainLoop();
}
16.將gundam檔案複製到week08-1,裡面記得要建立一個data資料夾
17.將freeglut bin 裡面的dll檔案複製到week08-1
19.將上週程式碼複製到剛剛的專案(將模組改成鋼彈,還要將茶壺改成drawmodel();)
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/flowers.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
21.選項選2或3
22.不要更換目標資料夾
23.重開codeblocks
24.設定Settings-compiler要加入三個設定
24.1.search 目錄 compiler 的include 目錄 加 C:\OpenCV2.1\include
25.到codeblock開新的專案 file > project,(當名為week08-2glm_gundan_opencv_texture)
27.將glm.cpp檔案加到week08-2glm_gundan_opencv_texture
30.https://gist.github.com/jsyeh/5ed01210559721ec71b659b3ffed2dd7
裡的18行貼上和剛剛的程式碼
32.最終程式碼
#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>
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;
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL| GLM_TEXTURE);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08-2_glm_gundam_opencv_texture");
glutDisplayFunc(display);
myTexture("data/Diffuse.jpg");
glutMainLoop();
}
33.到codeblock開新的專案 file > project,(當名為week08-3glm_gundan_opencv_texture_light)
35.將glm.cpp檔案加到week08-3glm_gundan_opencv_texture_light
36.將gundam檔案複製到week08-3,裡面記得要建立一個data資料夾
37.將freeglut bin 裡面的dll檔案複製到week08-3
39.將const8行複製
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
40.12+2行複製
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
41.GLM_MATERIAL刪掉,加入8,12+2行
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