2.作業需求(小遊戲)
3.3D Model模型glm.c
4.Maya轉OBJ檔
5.介紹助教影片資源
執行Transformation檔案
執行Transformation檔案
#include "glm.h"
GLMmodel* pmodel = NULL;
int main()
{
pmodel = glmReadOBJ("data/porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
讓資料夾出現副檔名
加入glm.cpp
跑出小黑視窗
#include "glm.h"
GLMmodel* pmodel = NULL;
void display()
{
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL);
glFlush();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
pmodel = glmReadOBJ("porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glutMainLoop();
}
做出沒有顏色的車子
#include "glm.h"
GLMmodel* pmodel = NULL;
void display()
{
GLfloat pos[]={0.0,0.0,-1.0,0.0};
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glmDraw(pmodel,GLM_SMOOTH|GLM_MATERIAL);
glFlush();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
pmodel = glmReadOBJ("porsche.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glutMainLoop();
}
幫車子打光
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
float angle=0, earthX=0, earthY=0, earthVY=0, earthVX=0; ///自動轉很帥
GLUquadric * quad;
int pikaState=0;
void timer(int t)
{ glutTimerFunc(20, timer, 0);/// 1000 msec 50fps:20msec
if(pikaState==0){
angle+=1;///自動轉很帥
earthX=0.8*cos(angle*3.14/180);
earthY=0.8*sin(angle*3.14/180);
}else if(pikaState==2){
earthX+=earthVX;
earthY+=earthVY;
earthVY-=0.0098;
}
glutPostRedisplay();
}
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glTranslatef(earthX, earthY, 0);
glRotatef(90, 1,0,0);
glRotatef(angle, 0,0,1);///自動轉很帥
gluQuadricTexture(quad, 1);
gluSphere(quad, 0.1, 30, 30);///glutSolidTeapot(0.3);
glPopMatrix();///自動轉很帥
glFlush();
}
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
GLuint id2; ///準備一個 unsigned int 整數, 叫 貼圖ID
void mouse(int button, int state, int x, int y)
{ if(state==GLUT_UP){
glBindTexture(GL_TEXTURE_2D, id2);
pikaState=2;
//earthVX=??
//earthVY= 0.1;
earthVY= (y-150.0)/500;
earthVX= (150.0-x)/500;
}else if(state==GLUT_DOWN){
pikaState=1;
glBindTexture(GL_TEXTURE_2D, id);
}
}
void motion(int x, int y){
earthX=(x-150.0)/150.0;
earthY=(150.0-y)/150.0;
}
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 myInit()
{ quad = gluNewQuadric();
id = myTexture("image.jpg");
id2 = myTexture("image2.jpg");
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
glutTimerFunc(0, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
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