2021年5月12日 星期三

欸幹你看,是圖欸Week12

 











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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