先安裝OpenCV,然後建立glut專案
再把執行目錄改到你的工作資料夾
改執行目錄不只可以從notepad++改
也可以從CodeBlocks裡面改喔


要把鋼彈的模型(OBJ)丟進去glut專案裡面
首先要把"要匯入的部位"的obj,mtl丟到同一個目錄中
再來要把老師給的網址的source裡面的glm.h, glm.cpp丟進去
最後在glut專案右鍵add file把glm.cpp加進去
就可以執行囉
剛剛在丟OBJ,MTL檔的時候
也有把Diffuse(材質)丟進去
要用到之前第10週教的,把貼圖讀進來
如果縮放都用glmUnitize()/// -1...+1
這樣子身體會跟腳一樣大,不合理
所以我們不用glmUnitsize()而是用glmScale()
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#include <stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * head;
GLMmodel * body=NULL;
GLMmodel * arm1=NULL, * arm2=NULL;
GLMmodel * hand1=NULL, * hand2=NULL;
GLMmodel * bot=NULL;
GLMmodel * leg1=NULL, * leg2=NULL;
GLMmodel * knee1=NULL, * knee2=NULL;
GLMmodel * foot1=NULL, * foot2=NULL;
int show[10]={1,1,0,1,1,1,1,1,1,1};
float angle=0;
void resize(int width, int height);
void timer(int t);
void display();
int myTexture(char *filename);
void loadGundamAll();
void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, ar, 0.001, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,3, 0,0,0, 0,1,0);
}
void timer(int t)
{
glutTimerFunc(30, timer, t+1);
angle++;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
int now=key-'0';
if( isdigit(key) ) show[now] = !show[now];
glutPostRedisplay();
}
void display()
{
glClearColor(0.5,0.5,0.5, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, -1, 0);
glutSolidSphere(0.1, 10,10);
glRotatef(angle, 0,1,0);
///glmDraw(model, GLM_SMOOTH | GLM_TEXTURE);
if(show[1]==1) glmDraw(head, GLM_SMOOTH | GLM_TEXTURE);
if(show[2]==1) glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
if(show[3]==1) glmDraw(arm1, GLM_SMOOTH | GLM_TEXTURE);
if(show[4]==1) glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
if(show[5]==1) glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);
if(show[6]==1) glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);
if(show[7]==1) glmDraw(bot, GLM_SMOOTH | GLM_TEXTURE);
if(show[8]==1) glmDraw(leg1, GLM_SMOOTH | GLM_TEXTURE);
if(show[9]==1) glmDraw(leg2, GLM_SMOOTH | GLM_TEXTURE);
glmDraw(knee1, GLM_SMOOTH | GLM_TEXTURE);
glmDraw(knee2, GLM_SMOOTH | GLM_TEXTURE);
glmDraw(foot1, GLM_SMOOTH | GLM_TEXTURE);
glmDraw(foot2, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
glutSwapBuffers();
}
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;
}
void loadGundamAll()
{
float dimensions[3];
if(model==NULL){
model = glmReadOBJ("Gundam.obj");
head = glmReadOBJ("head.obj");
body = glmReadOBJ("body.obj");
arm1 = glmReadOBJ("arm1.obj");
arm2 = glmReadOBJ("arm2.obj");
hand1 = glmReadOBJ("hand1.obj");
hand2 = glmReadOBJ("hand2.obj");
bot = glmReadOBJ("bot.obj");
leg1 = glmReadOBJ("leg1.obj");
leg2 = glmReadOBJ("leg2.obj");
knee1 = glmReadOBJ("knee1.obj");
knee2 = glmReadOBJ("knee2.obj");
foot1 = glmReadOBJ("foot1.obj");
foot2 = glmReadOBJ("foot2.obj");
glmDimensions(model, dimensions);
glmScale(model, 2.0/dimensions[1]);
glmScale(head, 2.0/dimensions[1]);
glmScale(body, 2.0/dimensions[1]);
glmScale(arm1, 2.0/dimensions[1]);
glmScale(arm2, 2.0/dimensions[1]);
glmScale(hand1, 2.0/dimensions[1]);
glmScale(hand2, 2.0/dimensions[1]);
glmScale(bot, 2.0/dimensions[1]);
glmScale(leg1, 2.0/dimensions[1]);
glmScale(leg2, 2.0/dimensions[1]);
glmScale(knee1, 2.0/dimensions[1]);
glmScale(knee2, 2.0/dimensions[1]);
glmScale(foot1, 2.0/dimensions[1]);
glmScale(foot2, 2.0/dimensions[1]);
}
myTexture("Diffuse.jpg");
}
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);
glutInitWindowSize(400,600);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutTimerFunc(0, timer, 0);
glutKeyboardFunc(keyboard);
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);
loadGundamAll();
glutMainLoop();
return EXIT_SUCCESS;
}
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