2021年4月14日 星期三

chjyuʕ •ᴥ•ʔ week08 雙貼圖+打光

 1.貼上多個貼圖

執行結果:


程式碼:
#include <opencv/highgui.h>
#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); 
    cvCvtColor(img,img, CV_BGR2RGB); 
    glEnable(GL_TEXTURE_2D); 
    GLuint 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);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    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);//切換貼圖1
    glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);//切換貼圖2
    glBegin(GL_POLYGON);
        glTexCoord2f(0,1);glVertex2f(-1,-1);
        glTexCoord2f(1,1);glVertex2f(+1,-1);
        glTexCoord2f(1,0);glVertex2f(+1,+1);
        glTexCoord2f(0,0);glVertex2f(-1,+1);
    glEnd();
    glutSwapBuffers();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("bear.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);///3D深度
    glutMainLoop();
}


2.打光

執行結果:

*觀察燈光的變化,及顏色的深淺

執行結果:












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); 
    cvCvtColor(img,img, CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    GLuint id; 
    glGenTextures(1, &id); 
    glBindTexture(GL_TEXTURE_2D, id); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    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(0,1);glVertex2f(-1,-1);
        glTexCoord2f(1,1);glVertex2f(+1,-1);
        glTexCoord2f(1,0);glVertex2f(+1,+1);
        glTexCoord2f(0,0);glVertex2f(-1,+1);
    glEnd();
    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 );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("bear.jpg");
    id2 = myTexture("bg.jpg");
    glEnable(GL_DEPTH_TEST);
    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);

    glutMainLoop();
}








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