2021年6月14日 星期一

吉親摳ㄎㄎ-Week17

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();
}

4.利用keyboard來存檔、讀檔

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.OpenCV讀圖秀圖、OpenCV+OpenGL進行myTexture()貼圖,利用貼圖ID及glBindTexture()來綁不同的貼圖

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();
}




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