下載安裝3Dexplor
開啟當初存好的3D模型並儲存成cpp匯入進codeblocks
把錯誤的地方更正
把Rotate的部分忽略,並打上對應的程式碼立體的茶壺#include <GL/glut.h>void display(){ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 ); glutSwapBuffers();}///下面是從 GLUT專案main.cpp剪貼來的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("week12 hw4");
glutDisplayFunc(display);
///下面是從 GLUT專案main.cpp剪貼來的 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();}
#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>#include "glm.h"GLMmodel * pmodel=NULL;
GLuint id1, id2; ///TODO:增加2個 貼圖IDint 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;}voiddrawmodel(void){ if (!pmodel) { pmodel = glmReadOBJ("Gundam.obj"); if (!pmodel) exit(0); glmUnitize(pmodel); glmFacetNormals(pmodel); glmVertexNormals(pmodel, 90.0); }
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);}void display(){ glClearColor(1,0,0,1); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();}///下面是從 GLUT專案main.cpp剪貼來的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("week12 hw4");
glutDisplayFunc(display);
///下面是從 GLUT專案main.cpp剪貼來的 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);
myTexture("Diffuse.jpg");///如果只有1張,就不用記 id 了啦
glutMainLoop();}


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