2021年4月14日 星期三

張昆詳week09

加背景

程式碼

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <GL/glut.h>

GLuint id1, id2; 

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( 1, 1 ); glVertex2f( -1, -1 );

        glTexCoord2f( 1, 0 ); glVertex2f( -1, +1 );

        glTexCoord2f( 0, 0 ); glVertex2f( +1, +1 );

        glTexCoord2f( 0, 1 ); 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("1.jpg");

    id2 = myTexture("2.jpg");

    glEnable(GL_DEPTH_TEST);

    glutMainLoop();

}


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 };


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);

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