☆本週內容☆
複習-執行視窗
#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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