🔴首先先裝OpenCV,已經忘得差不多了(*/ω\*)

🔴裝完之後要設定compiler



🔴安裝freeglut

🔴開一個GLUT專案

🔴開始更改工作目錄

🔴將工作目錄改成小數點".",變成在自己的專案中執行


🔴將freeglut.dll放進自己的專案裡,才能正確執行

🔴下載Gundam的模型檔和Exploring,用Exploring開啟看Gundam的模型

🔴將Gundam的obj檔、mtl檔及diffuse放進自己的專案裡

🔴到3dcg10網站下載source,並解壓縮

🔴將glm.c、glm.h放進自己的專案裡,並將glm.c改成glm.cpp

🔴按Add files,將glm.cpp加進來

🔴成功執行Gundam的模型

🔴增加貼圖
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h" ///TODO: 使用 glm的外掛
GLMmodel * model=NULL;///TODO: 指標變數, 指到 3D model
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); ///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;
}
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
///這個程式會從0,0,0看出去...我們的模式也會放0,0,0,衝突
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt( 0,0,2, 0,0,0, 0,1,0);///TODO: 我們從0,0,2看中心
}
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///TODO:
///glutSolidTeapot(1);///TODO: 放Teapot,等下要放 Gundam
glmDraw(model, GLM_SMOOTH|GLM_TEXTURE);///TODO:
glPopMatrix();///TODO:
glutSwapBuffers();
}
///打光留下來
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 };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
///TODO:刪 //glutKeyboardFunc(key);
///TODO:刪 //glutIdleFunc(idle);
///TODO:刪 glClearColor(1,1,1,1);
///TODO:刪 glEnable(GL_CULL_FACE);
///TODO:刪 glCullFace(GL_BACK);
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);
///TODO:我們要把 OBJ檔讀進來 (glm.cpp幫忙)
model = glmReadOBJ("Gundam.obj");///TODO:讀檔
glmUnitize(model);///TODO: 縮成 -1...+1範圍
myTexture("Diffuse.jpg");
glutMainLoop();
return EXIT_SUCCESS;
}

🔴開啟maya匯入Gundam的模型,並將它分解

🔴選取要的部位,分別匯出成OBJ檔

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