2021年6月22日 星期二

張淳雅_Week13

*遠距教學開始

測試家中電腦

1. 把一些該裝的裝一裝,該設定的設一設
2. 沿用Week08的貼圖測試一下

鋼彈

1. 
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
    if (!pmodel) {
    pmodel = glmReadOBJ("Gundam.obj");

    if (!pmodel) exit(0);
    glmUnitize(pmodel);
    glmFacetNormals(pmodel);
    glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}

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);
    drawmodel();//glutSolidTeapot(0.3);

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}

static void idle(void)
{
    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 };

int main(int argc, char** argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow(" Week08 ");
    glutDisplayFunc(display);

    id1 = myTexture("Diffuse.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();
}


2. 轉正面
float angle = 180;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, id1);
    glPushMatrix();
        glRotatef(angle, 0,1,0);
        drawmodel();
    glPopMatrix();

    glBindTexture(GL_TEXTURE_2D, id2);
    glBegin(GL_POLYGON);
        glTexCoord2f( 0, 1 ); glVertex2f( -1, -1 );
        glTexCoord2f( 0, 0 ); glVertex2f( -1, +1 );
        glTexCoord2f( 1, 0 ); glVertex2f( +1, +1 );
        glTexCoord2f( 1, 1 ); glVertex2f( +1, -1 );
    glEnd();
    glutSwapBuffers();
}


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