第1关 OpenGL球体漫反射
#include <GL/freeglut.h>
#include<stdlib.h>
#include<opencv2/core/core.hpp>
#include<opencv2/highgui/highgui.hpp>
#include<opencv2/imgproc/imgproc.hpp>
using namespace std;
void init(void)
{
GLfloat position[] = {0.0,3.0,2.0,0.0};
GLfloat ambient[]={0.0,0.0,0.0,1.0};
GLfloat diffuse[]={1.0,1.0,1.0,1.0};
GLfloat specular[]={1.0,1.0,1.0,1.0};
GLfloat lmodel_ambient[]={0.4,0.4,0.4,1.0};
GLfloat local_view[]={0.0};
glClearColor(0.0, 0.1, 0.1,0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat no_mat[]={0.0,0.0,0.0,1.0};
GLfloat mat_ambient[]={0.7,0.7,0.7,1.0};
GLfloat mat_ambient_color[]={0.8, 0.8, 0.2, 1.0};
GLfloat mat_diffuse[]={0.1,0.5,0.8,1.0};
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat no_shininess[] = {0.0};
GLfloat low_shininess[]={5.0};
GLfloat high_shininess[]={100.0};
GLfloat mat_emission[]={0.3,0.2,0.2,0.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-3.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(3.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glFlush();
glutPostRedisplay();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(800 * 600 * 3);
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("几何变换示例");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoopEvent();
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(600, 800, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 600; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 800; j++) {
int k = 3 * (i * 800 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
cv::imwrite("../img_step3/test.jpg", img);
return 0;
}
第2关 OpenGL球体镜面反射
#include <GL/freeglut.h>
#include<stdlib.h>
#include<opencv2/core/core.hpp>
#include<opencv2/highgui/highgui.hpp>
#include<opencv2/imgproc/imgproc.hpp>
using namespace std;
void init(void)
{
GLfloat position[] = {0.0,3.0,2.0,0.0};
GLfloat ambient[]={0.0,0.0,0.0,1.0};
GLfloat diffuse[]={1.0,1.0,1.0,1.0};
GLfloat specular[]={1.0,1.0,1.0,1.0};
GLfloat lmodel_ambient[]={0.4,0.4,0.4,1.0};
GLfloat local_view[]={0.0};
glClearColor(0.0, 0.1, 0.1,0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat no_mat[]={0.0,0.0,0.0,1.0};
GLfloat mat_ambient[]={0.7,0.7,0.7,1.0};
GLfloat mat_ambient_color[]={0.8, 0.8, 0.2, 1.0};
GLfloat mat_diffuse[]={0.1,0.5,0.8,1.0};
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat no_shininess[] = {0.0};
GLfloat low_shininess[]={5.0};
GLfloat high_shininess[]={100.0};
GLfloat mat_emission[]={0.3,0.2,0.2,0.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-3.0, 0.0, 0.0);
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,low_shininess);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
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);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(3.0, 0.0, 0.0);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glFlush();
glutPostRedisplay();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(800 * 600 * 3);
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("几何变换示例");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoopEvent();
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(600, 800, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 600; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 800; j++) {
int k = 3 * (i * 800 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
cv::imwrite("../img_step1/test.jpg", img);
return 0;
}
第3关 OpenGL茶壶光照
#include <GL/freeglut.h>
#include<stdlib.h>
#include<opencv2/core/core.hpp>
#include<opencv2/highgui/highgui.hpp>
#include<opencv2/imgproc/imgproc.hpp>
using namespace std;
GLfloat left_ambient[] = { 5.0f, 0.0f, 0.0f, 1.0f };
GLfloat left_diffuse[] = { 0.8f, 0.8f, 0.0f, 1.0f };
GLfloat left_specular[] = { 1.0f, 1.0f, 0.0f, 1.0f };
GLfloat left_emission[] = { 0.1f, 0.0f, 0.0f, 1.0f };
GLfloat mid_ambient[] = { 0.0f, 0.2f, 0.0f, 1.0f };
GLfloat mid_diffuse[] = { 0.0f, 0.8f, 0.0f, 1.0f };
GLfloat mid_specular[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat mid_shininess[] = { 80.0f };
GLfloat mid_emission[] = { 0.0f, 0.1f, 0.0f, 1.0f };
GLfloat right_ambient[] = { 0.0f, 0.0f, 0.1f, 1.0f };
GLfloat right_diffuse[] = { 0.0f, 0.0f, 0.8f, 1.0f };
GLfloat right_specular[] = { 0.0f, 0.0f, 0.9f, 1.0f };
GLfloat right_shininess[] = { 50.0f };
GLfloat right_emission[] = { 0.0f, 0.1f, 0.0f, 1.0f };
void myInit(void)
{
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_ambient[] = { 0.2 , 0.2 , 0.2 , 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glMaterialfv(GL_FRONT,GL_AMBIENT,mid_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mid_diffuse);
glMaterialfv(GL_FRONT,GL_EMISSION ,mid_emission);
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
glPushMatrix();
glTranslatef(2.0,0.0,0.0);
glMaterialfv(GL_FRONT,GL_AMBIENT,right_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,right_diffuse);
glMaterialfv(GL_FRONT,GL_SHININESS,right_shininess);
glMaterialfv(GL_FRONT,GL_SPECULAR,right_specular);
glMaterialfv(GL_FRONT,GL_EMISSION ,right_emission);
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
glPushMatrix();
glDisable(GL_LIGHT0);
glTranslatef(-2.0,0.0,0.0);
glMaterialfv(GL_FRONT,GL_AMBIENT,left_ambient);
glMaterialfv(GL_FRONT,GL_EMISSION ,left_emission);
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-1.5, 1.5, -1.5 * (GLfloat)h / (GLfloat)w,
1.5 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
else
glOrtho(-1.5 * (GLfloat)w / (GLfloat)h,
1.5 * (GLfloat)w / (GLfloat)h, -1.5, 1.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(1000 * 400 * 3);
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(1000, 400);
glutCreateWindow("几何变换示例");
myInit();
glutDisplayFunc(myDisplay);
glutReshapeFunc(myReshape);
glutMainLoopEvent();
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(400, 1000, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 400; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 1000; j++) {
int k = 3 * (i * 1000 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
cv::imwrite("../img_step2/test.jpg", img);
return 0;
}