電腦圖學
WEEK17
今天就是一個大複習,讓我們來看看今天要複習什麼才可以做出期末作業!!
那因為都教過,我很多就帶過囉:))
程式碼:
1.整合顏色和打光
#include <GL/glut.h>
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 };
void display()
{
glClearColor(1,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(500,500); //視窗大小
glutInitWindowPosition(700,200); //視窗位置
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
2.利用mouse和motion讓關節動起來
程式碼:
#include <GL/glut.h>
float angle=90;
float oldX=0;
void mouse(int button,int state,int x,int y){
oldX=x;
}
void motion(int x,int y){
angle += x-oldX;
oldX=x;
glutPostRedisplay();
}
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 };
void display()
{
glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 ); ///身體
glPushMatrix();
glTranslatef(-.3, 0, 0) ; ///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle, 0,0,1); ///(2)再轉動它
glTranslatef(-.3, .1, 0); ///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3); ///左手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(500,500);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
3. 利用keyboard()來切換angleID讓不同的關節都能動
程式碼:
#include <GL/glut.h>
float angle[20] = {}; ///先都設成0
int angleID = 0;///現在要動的關節是誰?
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
}
float oldX=0;
void mouse(int button,int state,int x,int y){
oldX = x;
}
void motion(int x,int y){
angle[angleID] += x-oldX;
oldX = x;
glutPostRedisplay(); ///重畫畫面
}
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 };
void display()
{
glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體
glPushMatrix(); ///左半邊
glTranslatef(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3); ///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3); ///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///右半邊
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3); ///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.3, 0, 0);
glutSolidTeapot(0.3); ///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
程式碼:
#include <GL/glut.h>
#include <stdio.h> /// 標準輸入輸出
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20] = {}; ///先都設成0
int angleID = 0; ///現在要動的關節是誰?
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;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='s'){ ///存檔
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'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}
float oldX=0;
void mouse(int button,int state,int x,int y){
oldX = x;
}
void motion(int x,int y){
angle[angleID] += x-oldX;
oldX = x;
glutPostRedisplay(); ///重劃畫面
}
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 };
void display()
{
glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體
glPushMatrix(); ///左半邊
glTranslatef(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3); ///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3); ///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///右半邊
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3); ///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.3, 0, 0);
glutSolidTeapot(0.3); ///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
5.1 按下 p 要play播放時,利用timer()來做動畫的動作,
程式碼:
#include <GL/glut.h>
#include <stdio.h> /// 標準輸入輸出
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20] = {}; ///先都設成0
int angleID = 0;///現在要動的關節是誰?
void timer(int t){
glutTimerFunc( 500, timer, t+1);
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay(); ///重畫畫面
printf("read angle.txt\n");
}
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=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='p'){ ///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
if(key=='s'){///存檔
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'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}
float oldX=0;
void mouse(int button,int state,int x,int y){
oldX = x;
}
void motion(int x,int y){
angle[angleID] += x-oldX;
oldX = x;
glutPostRedisplay(); ///重劃畫面
}
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 };
void display()
{
glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體
glPushMatrix(); ///左半邊
glTranslatef(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3); ///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3); ///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///右半邊
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3); ///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.3, 0, 0);
glutSolidTeapot(0.3); ///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
5.2讓程式更順一點
程式碼:
#include <GL/glut.h>
#include <stdio.h> /// 標準輸入輸出
FILE * fout = NULL;
FILE * fin = NULL;
float angle[20] = {},angleOld[20],angleNew[20]; ///先都設成0
int angleID = 0;///現在要動的關節是誰?
void timer(int t){
glutTimerFunc( 50, timer, t+1);
if(t%10==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");
}
float alpha = (t%10)/10.0; ///介於 0.0 舊- 1.0新 之間
for(int i=0; i<20; i++) angle[i] = alpha*angleNew[i]+(1-alpha)*angleOld[i];
glutPostRedisplay();///重畫畫面
}
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=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='p'){ ///Play播放
glutTimerFunc(0, timer, 0);///一開始的第1個timer
}
if(key=='s'){///存檔
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'){///讀檔 (不能和存檔同時做,因angle.txt不能開2次)
if( fin==NULL ) fin = fopen("angle.txt", "r");
for(int i=0; i<20; i++) fscanf(fin, "%f", &angle[i]);
glutPostRedisplay();///重畫畫面
printf("read angle.txt\n");
}
}
float oldX=0;
void mouse(int button,int state,int x,int y){
oldX = x;
}
void motion(int x,int y){
angle[angleID] += x-oldX;
oldX = x;
glutPostRedisplay(); ///重劃畫面
}
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 };
void display()
{
glClearColor( 1,0,0,0); ///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );///身體
glPushMatrix(); ///左半邊
glTranslatef(-.3, 0, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-.3, .1, 0);
glutSolidTeapot(0.3); ///左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-.3, 0, 0);
glutSolidTeapot(0.3); ///左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///右半邊
glTranslatef(+.3, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(+.3, .1, 0);
glutSolidTeapot(0.3); ///右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(+.3, 0, 0);
glutSolidTeapot(0.3); ///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("Week17 review");
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();
}
記得在做這些時angle檔裡要有先存取的動作!!
6.1 先把程式簡化成一開始的樣子,重新來過
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);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
glutMainLoop();
}
6.2使用貼圖
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 );
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 review");
glutDisplayFunc(display);
id1 = myTexture("food.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();
}



沒有留言:
張貼留言