今天上課老師先複習上週教過的貼圖
#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> void init() { IplImage * img = cvLoadImage("stitch.jpg"); ///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); } ///最後一行最難/最重要, 所貼圖影像的資料都設定好 void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清空 glutSolidTeapot(0.3);//茶壺 glutSwapBuffers(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("08160093"); glutDisplayFunc(display); init(); glutMainLoop(); }這樣就成功把史迪奇貼上去了
#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(" Week08 ");
glutDisplayFunc(display);
id1 = myTexture("stitch.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
接著找尋一張新的背景圖片,我們把他貼在茶壺後面
接著老師給了我們一個程式 Light&Material
左上角控制切角模型/轉動
左下角切換材質(數字)
接著我們要進到打光的部分
#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();
}
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("stitch.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();
}
這樣就完成了打光的部分




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