WEEK11
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WEEK11-1_TRT_again
把上週week10-1放上來
搭出T-R-T程式
glTranslated(0.3,0.3,0); 掛肩上
glRotatef(angle++,0,0,1); 轉動
glTranslatef(0.45/2,0,0); 旋轉中心 放正中心
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WEEK11-2_obj_gundam_again
maya切割
用maya把其他地方取消掉 export 檔案格式
mtl、obj檔丟進資料夾
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WEEK11-3_obj_gundam_hand1_hand2
#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;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * hand = NULL;
GLMmodel * hand2 = NULL;
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Gundam.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand(void)
{
if (!hand) {
hand = glmReadOBJ("hand.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!hand) exit(0);
glmUnitize(hand);
glmFacetNormals(hand);
glmVertexNormals(hand, 90.0);
}
glmDraw(hand, GLM_SMOOTH | GLM_TEXTURE);
}
void drawhand2(void)
{
if (!hand2) {
pmodel = glmReadOBJ("hand.obj");
///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
///本週,要換更好的地方
if (!hand) exit(0);
glmUnitize(hand);
glmFacetNormals(hand);
glmVertexNormals(hand, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidSphere(0.1,30,30);
glPushMatrix();
glRotated(angle++,0,1,0);
drawhand(); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
}
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 };
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week07-2 obj gundam opencv texture");
glutDisplayFunc(display);
myTexture("Diffuse.jpg");
glutIdleFunc(display);
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);
glutMainLoop();
}
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