2021年6月14日 星期一

阿米君の電腦圖學小筆記_Week17

☆本週內容☆ 
複習-執行視窗
程式碼:
#include<GL/glut.h>
void display( )
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glutSolidTeapot(0.3);
     glutSwapBuffers( );
}
int main(int argc, char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500,500);     ///視窗大小
    glutInitWindowPosition(900,0);     ///視窗開啟位置
    glutCreateWindow("week17-08160023");

    glutDisplayFunc(display);
    glutMainLoop( );
}


複習-上色/打光
程式碼:
#include<GL/glut.h>
void display( )
{
    glClearColor(1,0,0,0);   ///背景顏色(紅色)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3f(1,1,0);   ///茶壺上色(黃色)
    glutSolidTeapot(0.3);
    glutSwapBuffers( );
}
///打光
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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

///打光
    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);

    glutDisplayFunc(display);
    glutMainLoop( );
}


複習-T-R-T掛手臂

程式碼:
#include<GL/glut.h>
float angle=90;
void display( )
{
    glClearColor(1,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
        glPushMatrix();
            ///T-R-T
            glTranslatef(-0.3,0,0);         ///(3)掛回去
            glRotatef(angle,0,0,1);        ///(2)轉動
            glTranslatef(-0.3,0.1,0);      ///(1)左手臂
            glutSolidTeapot(0.3);
        glPopMatrix();

    glPopMatrix();
    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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

    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);

    glutDisplayFunc(display);
    glutMainLoop( );
}


複習-滑鼠轉動手臂
程式碼:
#include<GL/glut.h>
float angle=90;

float oldX=0;
void mouse(int button,int state,int x,int y)    ///設定滑鼠位置
{
    oldX=x;
}
void motion(int x,int y)    ///控制位置
{
    angle+=x-oldX;
    oldX=x;
    glutPostRedisplay();
}
void display( )
{
    glClearColor(1,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(-0.3,0.1,0);
            glutSolidTeapot(0.3);
        glPopMatrix();

    glPopMatrix();
    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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

    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);

    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop( );
}


複習-切換關節
程式碼:
#include<GL/glut.h>

float angle[20]={};   ///設為0
int angleID=0;  ///關節轉動是誰
void keyboard(unsigned char key,int x,int y)
{
    if(key=='0') angleID=0;
    if(key=='1') angleID=1;
    if(key=='2') angleID=2;
    if(key=='3') angleID=3;
}

int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
    oldX=x;
    oldY=y;
}

void motion(int x,int y) ///mouse motion 時,會叫出motion()
{
    angle[angleID]+=x-oldX;
    oldX=x;
    glutPostRedisplay();
}

void display( )
{
    glClearColor(1,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);

        glPushMatrix();        ///左手
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0],0,0,1);
            glTranslatef(-0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1],0,0,1);
                glTranslatef(-0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

        glPushMatrix();        ///右手
            glTranslatef(0.3,0,0);
            glRotatef(angle[2],0,0,1);
            glTranslatef(0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(angle[3],0,0,1);
                glTranslatef(0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

    glPopMatrix();
    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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

    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);

    glutKeyboardFunc(keyboard);   ///鍵盤控制ID關節
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop( );
}


複習-存/讀檔


程式碼:
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={};
int angleID=0;

FILE*fout=NULL;
FILE*fin=NULL; 

void keyboard(unsigned char key,int x,int y)
{
    if(key=='0') angleID=0;
    if(key=='1') angleID=1;
    if(key=='2') angleID=2;
    if(key=='3') angleID=3;

    if(key=='s')
    {
        if(fout==NULL)
        {
            fout=fopen("angle.txt","w+");    ///開好存關節的txt檔案
        }

        for(int i=0;i<20;i++)
        {
            fprintf(fout,"%.2f",angle[i]);
        }
        fprintf(fout,"\n");
        printf("save angle.txt\n");
    }

    else if(key=='r')    ///存讀檔案不能同時進行
    {
        if(fin==NULL)
        {
            fin=fopen("angle.txt","r");
        }

        for(int i=0;i<20;i++)
        {
            fscanf(fin,"%f",&angle[i]);
        }
        glutPostRedisplay();   ///重劃畫面
        printf("read angle.txt\n");
    }
}

int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
    oldX=x;
    oldY=y;
}

void motion(int x,int y)
{
    angle[angleID]+=x-oldX;
    oldX=x;
    glutPostRedisplay();
}

void display( )
{
    glClearColor(1,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);

        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0],0,0,1);
            glTranslatef(-0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1],0,0,1);
                glTranslatef(-0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

        glPushMatrix();
            glTranslatef(0.3,0,0);
            glRotatef(angle[2],0,0,1);
            glTranslatef(0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(angle[3],0,0,1);
                glTranslatef(0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

    glPopMatrix();
    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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

    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);

    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop( );
}


播放檔案&alpha內插
程式碼:
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={},angleOld[20],angleNew[20];  ///全為0
int angleID=0; 

FILE*fout=NULL;
FILE*fin=NULL;

void timer(int t)   ///動畫
{
    glutTimerFunc(20,timer,t+1);
    if(t%25==0){
        for(int i=0;i<20;i++)
        {
            angleOld[i]=angleNew[i];
        }
        if(fin==NULL)
        {
            fin=fopen("angle.txt","r");
        }
        for(int i=0;i<20;i++)
        {
            fscanf(fin,"%f",&angleNew[i]);
        }
        printf("read angle.txt\n");
    }
        ///內插
    float alpha=(t%25)/25.0;   ///介於0.0舊->1.0新 之間變化(上下坡變動)
    for(int i=1;i<20;i++)
    {
        angle[i]=alpha*angleNew[i]+(1-alpha)*angleOld[i];
        glutPostRedisplay();   ///重劃畫面
    }
}

void keyboard(unsigned char key,int x,int y)
{
    if(key=='0') angleID=0;
    if(key=='1') angleID=1;
    if(key=='2') angleID=2;
    if(key=='3') angleID=3;

    if(key=='p')
    {
        glutTimerFunc(0, timer, 0);    ///第1個timer
    }
    if(key=='s')
    {
        if(fout==NULL)
        {
            fout=fopen("angle.txt","w+"); 
        }

        for(int i=0;i<20;i++)
        {
            fprintf(fout,"%.2f",angle[i]);
        }
        fprintf(fout,"\n");
        printf("save angle.txt\n");
    }

    else if(key=='r')
    {
        if(fin==NULL)
        {
            fin=fopen("angle.txt","r");
        }

        for(int i=0;i<20;i++)
        {
            fscanf(fin,"%f",&angle[i]);
        }
        glutPostRedisplay();
        printf("read angle.txt\n");
    }
}

int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
    oldX=x;
    oldY=y;
}

void motion(int x,int y)
{
    angle[angleID]+=x-oldX;
    oldX=x;
    glutPostRedisplay();
}

void display( )
{
    glClearColor(1,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);

        glPushMatrix();
            glTranslatef(-0.3,0,0);
            glRotatef(angle[0],0,0,1);
            glTranslatef(-0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(-0.3,0,0);
                glRotatef(angle[1],0,0,1);
                glTranslatef(-0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

        glPushMatrix();
            glTranslatef(0.3,0,0);
            glRotatef(angle[2],0,0,1);
            glTranslatef(0.3,0.1,0);
            glutSolidTeapot(0.3);

            glPushMatrix();
                glTranslatef(0.3,0,0);
                glRotatef(angle[3],0,0,1);
                glTranslatef(0.3,0.1,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();

    glPopMatrix();
    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);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(900,0);
    glutCreateWindow("week17-08160023");

    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);

    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop( );
}


開啟貼圖圖檔(OpenCV先下載)
"background"圖檔要放進資料夾中

程式碼:
#include <GL/glut.h>
#include <opencv/highgui.h>
IplImage * img = NULL;

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}

int main( int argc, char ** argv )
{
    img = cvLoadImage("background.png"); ///小心,要是.cpp的專案,才能簡單寫程式
    cvShowImage("img", img);    ///秀圖
    cvWaitKey(0);  ///等按任意鍵,才能繼續

    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week17-08160023");

    glutDisplayFunc(display);
    glutMainLoop();
}


複習-貼圖
程式碼:
#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>
GLuint id1, id2; ///TODO:增加2個 貼圖ID

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 display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 0 ); glVertex2f( +1, +1 );   ///圖顛倒了,數值改相反
        glTexCoord2f( 0, 1 ); glVertex2f( +1, -1 );
        glTexCoord2f( 1, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 1, 0 ); glVertex2f( -1, +1 );
    glEnd();
    glutSwapBuffers();
}

int main( int argc, char ** argv )
{
    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week17-08160023");

    glutDisplayFunc(display);
    id1 = myTexture("2p.jpg");
    id2 = myTexture("background.png");
    glEnable(GL_DEPTH_TEST);   ///3D的深度測試功能要開起來,3D才會正確
    glutMainLoop();
}

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