2022年6月14日 星期二

瘋狂無敵圖學死亡筆記 Week17

 0.複習

1.貼圖

#include <opencv/highgui.h>

#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可

#include <opencv/cv.h>

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;

}

2.讀模型

void myread(){

    if(pmodel == NULL){

        pmodel = glmReadOBJ("data/Gundam.obj");

        glmUnitize(pmodel);

        //glmScale(pmodel,1/26.0);

        glmFacetNormals(pmodel);

        glmVertexNormals(pmodel,90);

    }

}

3.打光8

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 };


/* Program entry point */

void myLight(){ ///打光函式配合上面打光

    glEnable(GL_DEPTH_TEST); ///3D測試功能

    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);

}

4.運鏡

void reshape(int v, int h){

    float ar = (float)v/(float)h;

    glViewport(0,0,v,h);

    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    gluPerspective(60,ar,0.1,100.0);


    glMatrixMode(GL_MODELVIEW);

    glLoadIdentity();

    gluLookAt(0,0,2, 0,0,0, 0,1,0);

}

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