第一節
解壓縮data.zip ,windows.zip
將source.zip裡的glm.c,glm.h,transformation.c都加進去,glm.c改名成glm.cpp
將transformation.c裡的程式碼覆蓋上去
#include "glm.h"
GLMmodel * pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
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("week11 我的3D模型");
glEnable(GL_DEPTH_TEST);
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);
glutDisplayFunc(display);
glutMainLoop();
}
第三節
///記得 CodeBlocks要關掉、重開
#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;
float angle=0;
int oldX, oldY;
float dx=0, dy=0, dz=0;
int mode=0;///0:select, 1:translate, 2:rotate
float angleX[10], angleY[10], angleZ[10];
float posX[10], posY[10];
int nowID=0;
int show[10]={0,1,1,1,1,1,1,1,1,1};
void resize(int width, int height);
void timer(int t);
void display();
int myTexture(char *filename);
void loadGundamAll();
void showAxis();
void display()
{
glClearColor(0.5,0.5,0.5, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, -1, 0);
showAxis();
glTranslatef(dx,dy,dz);
//glRotatef(angle, 0,1,0);
if(show[0]==1) glmDraw(model, GLM_SMOOTH | GLM_TEXTURE);
if(show[2]==1) glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
glPushMatrix();
glTranslatef(0.00, +1.69, 0.00);
glRotatef(angleZ[1], 0,0,1);
glRotatef(angleX[1], 0,1,0);
glRotatef(angleY[1], 1,0,0);
glTranslatef(0.00, -1.69, 0.00);
if(show[1]==1) glmDraw(head, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///left arm and hand
glTranslatef(-0.31, +1.60, 0.00);
glRotatef(angleX[3], 0,0,1);
glRotatef(angleY[3], 0,1,0);
glTranslatef(0.31, -1.60, 0.00);
if(show[3]==1) glmDraw(arm1, GLM_SMOOTH | GLM_TEXTURE);
glTranslatef(-0.34, +1.39, 0.00);
glRotatef(-angleX[5], 1,0,0);
glRotatef(angleY[5], 0,1,0);
glTranslatef(0.34, -1.39, 0.00);
if(show[5]==1) glmDraw(hand1, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///right arm and hand
glTranslatef(+0.31, +1.60, 0.00);
glRotatef(angleX[4], 0,0,1);
glRotatef(angleY[4], 0,1,0);
glTranslatef(-0.31, -1.60, 0.00);
if(show[4]==1) glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
glTranslatef(+0.34, +1.39, 0.00);
glRotatef(-angleX[6], 1,0,0);
glRotatef(angleY[6], 0,1,0);
glTranslatef(-0.34, -1.39, 0.00);
if(show[6]==1) glmDraw(hand2, GLM_SMOOTH | GLM_TEXTURE);
glPopMatrix();
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();
}
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(0,0,2, 0,0,0, 0,1,0);
}
void timer(int t)
{
glutTimerFunc(30, timer, t+1);
angle++;
glutPostRedisplay();
}
char strMode[3][20]={"select","translate","Rotate"};
void keyboard(unsigned char key, int x, int y)
{
int now;
if(isdigit(key)) nowID=key-'0';
if(mode==0 && isdigit(key)) show[nowID]=!show[nowID];
if(key=='q' || key=='Q') mode=0;///select
if(key=='w' || key=='W') mode=1;///translate
if(key=='e' || key=='E') mode=2;///rotate
if(key=='a' || key=='A'){///reset
angleX[nowID]=0; angleY[nowID]=0;
}
if(mode==0){
for(int i=0;i<10;i++){
printf("[%d]:%d ", i,show[i]);
}
printf("\n");
}
printf("Mode: %s, nowID:%d\n", strMode[mode], nowID);
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
void motion(int x, int y)
{
if(mode==1){///translate
posX[nowID]+=(x-oldX)/300.0;
posY[nowID]-=(y-oldY)/300.0;
printf("glTranslatef(%.2f, %.2f, %.2f);\n", posX[nowID], posY[nowID], 0);
}else if(mode==2){
angleX[nowID]+= x-oldX;
angleY[nowID]+= y-oldY;
printf("angleX:%.0f, angleY:%.0f\n", angleX[nowID], angleY[nowID]);
}
oldX=x; oldY=y;
glutPostRedisplay();
}
void showAxis()
{
glutSolidSphere(0.1, 10,10);
glColor3f(1,0,0);
glBegin(GL_LINES);
glVertex3f(0,0,0); glVertex3f( 0.5, 0,0);
glVertex3f(0,0,0); glVertex3f(-0.5, 0,0);
glVertex3f(0,0,0); glVertex3f(0, 0.5, 0);
glVertex3f(0,0,0); glVertex3f(0,-0.5, 0);
glVertex3f(0,0,0); glVertex3f(0,0, 0.5);
glVertex3f(0,0,0); glVertex3f(0,0,-0.5);
glEnd();
glColor3f(1,1,1);
}
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);
glutMouseFunc(mouse);
glutMotionFunc(motion);
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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