Week17
安裝 OpenCV (PATH, 重開CodeBlocks, 設定 include/link)
先去下載OpenCV2.1,載完後打開codeBlock選取上面那排的Settings->Search diretories->Add一個C:\OpenCV2.1\include
Linker->Add C:\OpenCV2.1\lib
到Linker settings->Add cv210,cxcore210,highgui210
下載freeglut,跟以往一樣開啟專案檔
把Execution working dir位置改成"."
把freeglut.dll複製道專案裡
在codeBlocks裡面增加一個glm.cpp 然後打上程式碼 可以得到一個尚未上貼圖的鋼彈模型
#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
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
glutMainLoop();
return EXIT_SUCCESS;
}
這是完全體,要把鋼彈所有東西丟進去專案檔裡
#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霈??
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV頧敶?(?閬v.h)
glEnable(GL_TEXTURE_2D); ///1. ??鞎澆??
GLuint id; ///皞?銝??unsigned int ?湔, ??鞎澆?ID
glGenTextures(1, &id); /// ?Y?Generate 鞎澆?ID
glBindTexture(GL_TEXTURE_2D, id); ///蝬?bind 鞎澆?ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 鞎澆??, 頞??????, 撠梢?閬票??
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 鞎澆??, 頞??????, 撠梢?閬票??
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 鞎澆??, ?曉之???扳?, ?冽?餈?
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 鞎澆??, 蝮桀????扳?, ?冽?餈?
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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