计算机图形学 使用OpenGL的场景建模

虚拟场景建模

视频链接:
https://www.bilibili.com/video/BV13Z4y1w7TU?spm_id_from=333.999.0.0

效果展示

在这里插入图片描述

代码解析

采用实验4.1的框架,首先读懂了4.1的框架:
texture_mapping是主函数,mesh.h是mesh的类,在里面声明了存放顶点的位置、颜色、法向量、纹理坐标等顶点信息的变量和函数声明,然后在mesh.cpp里的函数将顶点信息存放进去,先由主函数来调用mesh.cpp里的函数,可以用generate_cylinder或者load_obj来生成顶点信息,随后将这些信息传递给mesh_painter。
然后mesh_painter里有这些函数:
1.生成着色器程序program的函数
2.将mesh里保存到顶点信息送到着色器
3.解析纹理图像,将其转换成顶点着色器能识别的格式(通过freeimage.h和freeimage.cpp里的load_texture_FreeImage)来实现
4.绘制图像
主函数里调用mesh.cpp里的东西来生成顶点信息,再调用mesh_painter里的那些函数传入着色器并且绘制。

读取obj文件

看懂了实验4.1的框架后,为了绘制出精美的而不是只包含基础图形的物体,于是书写了一个obj函数,可以用来读取obj文件。由于4.1的函数框架自带纹理读取,因此识别纹理也很方便。

void My_Mesh::load_obj(std::string obj_File)
{
	this->clear_data();
	//实现对含有UV坐标的obj文件的读取
	//打开文件流
	std::ifstream fin(obj_File);
	std::string line;
	if (!fin.is_open())
	{
		std::cout << "文件 " << obj_File << " 打开失败" << std::endl;
		exit(-1);
	}
	std::vector<float> normals;//临时存储法线信息
	std::vector<float> vtlist; //临时存储纹理信息

	//计算各种类型的数据的数量
	int v_num = 0;
	int vt_num = 0;
	int vn_num = 0;
	int f_num = 0;

	//保存vertices三个坐标下的最大值
	float max_x = 0;
	float max_y = 0;
	float max_z = 0;

	//按行读取
	while (std::getline(fin, line))
	{
		std::istringstream sin(line);   //以一行的数据作为 string stream 解析并且读取
		std::string type;
		float x, y, z;
		char slash;
		//读取obj文件
		sin >> type;
		if (type == "v") {
			sin >> x >> y >> z;
			m_vertices_.push_back(x);
			m_vertices_.push_back(y);
			m_vertices_.push_back(z);
			v_num++;

			//更新最大值
			if (max_x < fabs(x))max_x = fabs(x);
			if (max_y < fabs(y))max_y = fabs(y);
			if (max_z < fabs(z))max_z = fabs(z);

		}
		if (type == "vt") {
			sin >> x >> y;
			vtlist.push_back(x);
			vtlist.push_back(y);
			vt_num++;
		}
		if (type == "vn") {
			sin >> x >> y >> z;
			normals.push_back(x);
			normals.push_back(y);
			normals.push_back(z);
			vn_num++;
		}
		if (type == "f") {
			float a, b, c;
			for (int i = 0; i < 3; i++) {
				sin >> x >> slash >> y >> slash >> z;

				//生成三角面片
				m_faces_.push_back(x - 1);

				//纹理坐标
				a = vtlist[2 * (y - 1)];
				b = vtlist[2 * (y - 1) + 1];
				m_vt_list_.push_back(a);
				m_vt_list_.push_back(b);

				//法线由里向外
				a = normals[3 * (z - 1)];
				b = normals[3 * (z - 1) + 1];
				c = normals[3 * (z - 1) + 2];
				m_normals_.push_back(a);
				m_normals_.push_back(b);
				m_normals_.push_back(c);

				//这里采用法线来生成颜色,学生可以自定义自己的颜色生成方式
				float rr;
				float gg;
				float bb;
				My_Mesh::normal_to_color(a, b, c, rr, gg, bb);
				m_color_list_.push_back(rr);
				m_color_list_.push_back(gg);
				m_color_list_.push_back(bb);
			}
			f_num++;
		}

	}

	//设置m_center_、>m_min_box_、>m_max_box_
	this->m_center_ = point3f(0, 0, 0);
	this->m_min_box_ = point3f(-max_x, -max_y, -max_z);
	this->m_max_box_ = point3f(max_x, max_y, max_z);
};


随后我们便可以读入obj文件。
此时我们就可以用magicVoxel建模软件绘制好想要的人物模型,然后读入进去。但是由于需要层次建模,需要我们需要单独对身上的每个部位进行绘制。例如绘制躯干和双腿:
在这里插入图片描述
(此处仅展示部分)
然后在主函数中写下以下函数来读取obj文件并设置纹理:

	My_Mesh* my_mesh1 = new My_Mesh;
	my_mesh1->load_obj("texture/torso.obj");
	my_mesh1->set_texture_file("texture/torso.png");
	my_mesh1->set_translate(0, 0.25, 0);//设定初始位置
	my_mesh1->set_theta(0, 0, 0);//设定人物初始的角度
	my_mesh1->set_scale(3, 3, 3);//设定初始的规模大小
	my_mesh1->set_theta_step(0, 0, 0);//设定自转的速度
	my_meshs.push_back(my_mesh1);//将读入的物体放入存储物体的mesh容器
	mp_->add_mesh(my_mesh1);//在绘制的meshpaniter类将物体添加进去方便后续绘制

效果:

在这里插入图片描述

随后各种场景和模型都可以通过这样的方式绘制进去。
在这里以set_translate函数举例,在mesh函数里写这两个函数:

void My_Mesh::set_translate(float x, float y, float z)
{
	vTranslation[0] = x;
	vTranslation[1] = y;
	vTranslation[2] = z;

};
void My_Mesh::get_translate(float& x, float& y, float& z)
{
	x = vTranslation[0];
	y = vTranslation[1];
	z = vTranslation[2];
};

然后在meshPainter里的draw_mesh函数里
		float x, y, z;
		this->m_my_meshes_[i]->get_translate(x, y, z);
		GLfloat  vTranslation[3] = { x, y, z };

然后将model矩阵设置为这个
		mat4 model = Translate(vTranslation[0], vTranslation[1], vTranslation[2]);
其他的rotate和scale同理,只要乘上去就可以了,不过同时乘的话得按照TRS的顺序。


相机视角的移动

(实验三中有提到相机视角移动的实现)

接下来实现相机视角的移动:(wasd前后左右移动,空格和c上下移动)
相机的移动无法像物体一样直接乘以矩阵来实现,但是我们知道构造view矩阵的lookAt函数有三个参数,eye,at,up
其中up一般来说是固定的(0,1,0),
但是我们可以修改eye和at矩阵,eye就是相机位置,at就是我们所看的方向。
而eye是一个三维向量,我们简单的修改其xyz值就可以实现相机的移动了。
所以初始时我们设定好三个变量:

vec3 cameraPosition(0.0, 8, 0.0);
vec3 cameraDirection(0,0, -1.0);    // 相机视线方向
vec3 cameraUp(0.0, 1.0, 0.0);

其中at就由postion+direction来实现
在lookAt函数中传入的也是这三个数值:

	mat4 viewMatrix = LookAt(vec4(cameraPosition, 1.0), vec4(cameraPosition, 1.0) + vec4(cameraDirection, 0.0), vec4(cameraUp, 1.0));//调用lookat函数来构造view矩阵

然后通过键盘移动

void
keyboard( unsigned char key, int x, int y )
{
	float yPos;
	switch (key)
	{
	case 'w':case 'W':
		cameraPosition += 0.10f*cameraDirection;//改变相机位置
		break;
	case 's':case 'S':
		cameraPosition -= 0.10f*cameraDirection;
		break;
	case 'a':case 'A':
		cameraPosition -= 0.10f*normalize(cross(cameraDirection, cameraUp));
		break;
	case 'd':case 'D':
		cameraPosition += 0.10f*normalize(cross(cameraDirection, cameraUp));
		break;
}
}

到这里就可以实现相机的平移,但是我们还想通过鼠标来改变视角,我们引入欧拉角的两个角:
pitch 俯仰角
yaw 偏航角
经过数学推导后可以证明:

	cameraDirection.x = cos(radians(pitch)) * sin(radians(yaw));
	cameraDirection.y = sin(radians(pitch));
	cameraDirection.z = -cos(radians(pitch)) * cos(radians(yaw));

然后随着鼠标的移动来改变这两个角度:

void mouse(int x, int y)
{
	//此处是相机跟随鼠标的转动而发生转动,采用欧拉角来实现
	yaw += 35 * (x - float(windowWidth) / 2.0) / windowWidth;
	yaw = mod(yaw + 180.0f, 360.0f) - 180.0f;   
	pitch += -35 * (y - float(windowHeight) / 2.0) / windowHeight;
	pitch = clamp(pitch, -89.0f, 89.0f);

	glutWarpPointer(windowWidth / 2.0, windowHeight / 2.0);	// 将指针钉死在屏幕正中间

	glutPostRedisplay();
	return;
}

其中radians函数是自己写的弧度转角度,mod是取余函数,clamp是将范围限制在最大最小值之内的函数。

然后在主函数内绑定鼠标和键盘的回调函数:
glutKeyboardFunc( keyboard );
glutPassiveMotionFunc( mouse );

于是就可以实现相机随着鼠标的转动而转动,实现第一人称的相机。

光照效果

首先设定初始位置
vec3 lightPos(0, 15.0, 15.0);
在init函数里要记得开启光照:
glEnable(GL_LIGHTING);
并且我们需要在meshpainter里开放一个变量lightPos,
在这里插入图片描述
然后在主函数里为其赋值:
mp_->lightPos = lightPos;

然后在顶点着色器需要设定一个lightPos变量:
uniform vec3 lightPos;
并且在draw_mesh函数里绑定ID并且传入

		GLuint lightPosID = glGetUniformLocation(this->program_all[i], "lightPos");
		glUniform3fv(lightPosID, 1, &lightPos[0]);

接下来仿照实验3.4的Phong光照模型,在顶点着色器的main函数中中写入这些语句,并且传给片元着色器
先声明这些变量:
out vec3 N;
out vec3 V;
out vec3 lightPos_new;

然后在主函数内:
	// TODO 将顶点变换到相机坐标系下
	vec4 vertPos_cameraspace = viewMatrix*modelMatrix * vec4(vPosition, 1.0);

	// 对顶点坐标做透视投影
	V = vertPos_cameraspace.xyz / vertPos_cameraspace.w;

	// TODO 将光源位置变换到相机坐标系下
	vec4 lightPos_cameraspace = viewMatrix *mat4(1.0)* vec4(lightPos, 1.0);

	// 对光源坐标做透视投影
	lightPos_new = lightPos_cameraspace.xyz / lightPos_cameraspace.w;
	
	// TODO 将法向量变换到相机坐标系下并传入片元着色器
	N = (viewMatrix*modelMatrix * vec4(vNormal, 0.0)).xyz;

接下来在片元着色器内,设置光照材质并产生三种光并混合在一起,然后加上光照随距离衰减的要素:
//以下用来实现光照
    fNormal = normal;

	vec3 ambiColor = vec3(0.1, 0.1, 0.1);
	vec3 diffColor = vec3(0.5, 0.5, 0.5);
	vec3 specColor = vec3(0.3, 0.3, 0.3);

	// TODO 计算N,L,V,R四个向量并归一化
	vec3 N_norm = normalize(N);
	vec3 L_norm = normalize(lightPos_new - V);
	vec3 V_norm = normalize(-V);
	vec3 R_norm = reflect(-L_norm, N_norm);

	// TODO 计算漫反射系数和镜面反射系数
	float lambertian = clamp(dot(L_norm, N_norm), 0.0, 1.0);
	//float specular = clamp(dot(R_norm, V_norm), 0.0, 1.0);
	
	//使用BLINN_PHONG模型
	vec3 H_norm = normalize(L_norm + V_norm);
	float specular = clamp(dot(N_norm, H_norm), 0.0, 1.0);

	float shininess = 10.0;
	float d = length(lightPos_new - V);
	float a=1,b=0,c=0;
	// TODO 计算最终每个片元的输出颜色
	fColor*=0.5;
	fColor += (vec4(ambiColor + diffColor * lambertian/(a+b*d+c*d*d) +specColor * pow(specular, 5.0), 1.0)/(a+b*d+c*d*d))*1.0;
	if(drawShadow){//如果绘制的是阴影,则需要颜色设置为黑色
		fColor=vec4(0.0 , 0.0 , 0.0 , 1.0);
	}
	else{
		fColor=fColor;
	}

由于我们希望有纹理还有阴影,因此在初始时设定了纹理后:

fColor = texture2D( texture, texCoord );

然后将其*0.5,在加上光照。

(如果绘制的是阴影,直接设置成黑色即可)

阴影效果

接下来实现阴影

对于一个物体来说,想要绘制其阴影,只需要将其model矩阵乘以一个阴影矩阵然后传入着色器即可

float lx = lightPos[0];
		float ly = lightPos[1];
		float lz = lightPos[2];

		// 计算阴影投影矩阵
		mat4 shadowProjMatrix(-ly, 0.0, 0.0, 0.0,
			lx, 0.0, lz, 1.0,
			0.0, 0.0, -ly, 0.0,
			0.0, 0.0, 0.0, -ly);

		shadowProjMatrix = shadowProjMatrix  * model;

		glUniform1i(drawShadowID, 1);
		glUniformMatrix4fv(mlocation, 1, GL_TRUE, &shadowProjMatrix[0][0]);

		glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);

由于绘制阴影和物体我们在这里采用的是一个着色器,因此需要在着色器中添加一个bool变量:

uniform bool drawShadow;

然后如果绘制的是阴影,传入时则这样传入:

		GLuint drawShadowID = glGetUniformLocation(program_all[i], "drawShadow");
		glUniform1i(drawShadowID, 1);

由于个人在绘制物体时,如果物体过大则会出现显示的bug,为了防止这种bug,我去掉了其透视除法,但是对于阴影来说,model矩阵乘完阴影矩阵后,齐次坐标的第四个分量不为1,因此我们还得进行透视除法,为了区分这两种情况,我们这样:

 vec4 v1 = projMatrix * viewMatrix*modelMatrix * vec4(vPosition, 1.0);
	vec4 v2 = vec4(v1.xyz / v1.w, 1.0);
	if(drawShadow)gl_Position=v2;
	else gl_Position=v1;//如果绘制的不是阴影则不进行透视投影,防止出现大型物体显示的bug

在片元着色器中,如果绘制的是阴影,则直接颜色设定为黑色即可:

	if(drawShadow){//如果绘制的是阴影,则需要颜色设置为黑色
		fColor=vec4(0.0 , 0.0 , 0.0 , 1.0);
	}
	else{
		fColor=fColor;
	}

层次建模及人物动画

接下来实现层次建模:
在这里插入图片描述

void Mesh_Painter::draw_robot(int i, vec3 RotateCen) {
	
	glUseProgram(this->program_all[i]);//指定使用渲染器,不同的模型可以指定不同的渲染器,这里我们使用的渲染器来自相同的文件,学生可以根据自己的爱好对不同的模型设定不同的渲染器
	glBindVertexArray(this->vao_all[i]);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, this->textures_all[i]);//该语句必须,否则将只使用同一个纹理进行绘制

	float x, y, z;
	this->m_my_meshes_[i]->get_theta(x, y, z);
	GLfloat  Theta[3] = { x, y, z };
	this->m_my_meshes_[i]->add_theta_step();

	this->m_my_meshes_[i]->get_translate(x, y, z);
	GLfloat  vTranslation[3] = { x, y, z };

	this->m_my_meshes_[i]->get_scale(x, y, z);
	GLfloat  vScale[3] = { x, y, z };

	GLuint lightPosID = glGetUniformLocation(this->program_all[i], "lightPos");
	glUniform3fv(lightPosID, 1, &lightPos[0]);


	GLuint drawShadowID = glGetUniformLocation(program_all[i], "drawShadow");
	glUniform1i(drawShadowID, 0);
	mat4 model = Translate(vTranslation[0], vTranslation[1], vTranslation[2]);
	model *= RobotMat;
	//model *= RotateY(180);
	model *= RotateX(Theta[0]);
	model *= Translate(RotateCen.x, 0, 0)*RotateY(Theta[1])*Translate(-RotateCen.x, 0, 0);
	model *= Translate(0, 0, RotateCen.z)*RotateZ(Theta[2])*Translate(0, 0, -RotateCen.z);
	model *= Scale(vScale[0], vScale[1], vScale[2]);
	
	//model *= RobotMat;
	GLuint mlocation = glGetUniformLocation(this->program_all[i], "modelMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(mlocation, 1, GL_TRUE, &model[0][0]);
	GLuint vlocation = glGetUniformLocation(this->program_all[i], "viewMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(vlocation, 1, GL_TRUE, &viewMatrix[0][0]);
	GLuint plocation = glGetUniformLocation(this->program_all[i], "projMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(plocation, 1, GL_TRUE, &projMatrix[0][0]);


	glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);

	绘制阴影

	float lx = lightPos[0];
	float ly = lightPos[1];
	float lz = lightPos[2];

	// 计算阴影投影矩阵
	mat4 shadowProjMatrix(-ly, 0.0, 0.0, 0.0,
		lx, 0.0, lz, 1.0,
		0.0, 0.0, -ly, 0.0,
		0.0, 0.0, 0.0, -ly);

	shadowProjMatrix = shadowProjMatrix * model;

	glUniform1i(drawShadowID, 1);
	glUniformMatrix4fv(mlocation, 1, GL_TRUE, &shadowProjMatrix[0][0]);

	glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);



	glUseProgram(0);
}

然后写下如下这些函数,
在这里插入图片描述
然后在drawmesh函数里调用这些函数

然后仿照实验补充二的矩阵堆栈:

class MatrixStack {
	int    _index;
	int    _size;
	mat4*  _matrices;

public:
	MatrixStack(int numMatrices = 100) :_index(0), _size(numMatrices)
	{
		_matrices = new mat4[numMatrices];
	}

	~MatrixStack()
	{
		delete[]_matrices;
	}

	void push(const mat4& m) {
		assert(_index + 1 < _size);
		_matrices[_index++] = m;

	}

	mat4& pop(void) {
		assert(_index - 1 >= 0);
		_index--;
		return _matrices[_index];
	}
};


然后参照补充二的方法绘制

在这里插入图片描述
(此处仅展示部分)
这里涉及到的theta同样是参考实验补充二,在meshpainter中定义这些变量:

enum{
		Torso,
		Head,
		Hat,
		RightUpperArm,
		RightLowerArm,
		RightLowerArmZ,
		LeftUpperArm,
		LeftLowerArm,
		LeftLowerArmZ,
		RightUpperLeg,
		RightLowerLeg,
		LeftUpperLeg,
		LeftLowerLeg,
		Sword,
		NumJointAngles,
		Quit
	};

	// Joint angles with initial values
	GLfloat
		theta[NumJointAngles] = {
			0.0,    // Torso
			0.0,    // Head
			0.0,    // Hat
			0.0,    // RightUpperArm
			-30.0,    // RightLowerArm
			0.0,  // RightLowerArmY
			0.0,    // LeftUpperArm
			-30.0,    // LeftLowerArm
			0.0, // LeftLowerArmY
			0.0,  // RightUpperLeg
			20.0,    // RightLowerLeg
			0.0,  // LeftUpperLeg
			20.0,     // LeftLowerLeg
			0.0 //Sword
	};


由于绘制软件绘制的导致旋转中心不太一样,因此在旋转前需要对中心进行微调。

前12个物体是层次建模的部件,
在这里插入图片描述
于是随着人物的移动,整个身体也会进行移动,并且上臂旋转,下臂也会跟着旋转:
在这里插入图片描述
在这里插入图片描述
此处还加上了动画的设定,键盘ikjl可以控制人物移动,随着人物移动,手臂和脚也会有规律的前后摆动:

//人物动画的函数,通过传入关键帧的参数,然后根据关键帧来改变人物的动作
void RobotArmAnim(int i) {
	if (i % 20 == 1) {
		mp_->theta[RightUpperArm] = 0;
		mp_->theta[LeftUpperArm] = 0;
		mp_->theta[LeftUpperLeg] = 0;
		mp_->theta[RightUpperLeg] = 0;
		mp_->theta[RightLowerArmZ] = 0;
		mp_->theta[LeftLowerArmZ] = 0;
		mp_->theta[Sword] = 0;
	}
	if (i%20 <= 5) {
		mp_->theta[RightUpperArm] +=10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[LeftUpperLeg] += 6;
		mp_->theta[RightUpperLeg] -= 6;
	}
	if (i % 20 > 5 && i % 20 <= 15) {
		mp_->theta[RightUpperArm] -= 10;
		mp_->theta[LeftUpperArm] += 10;
		mp_->theta[LeftUpperLeg] -= 6;
		mp_->theta[RightUpperLeg] += 6;
	}
	if (i % 20 > 15 && i % 20 <= 20) {
		mp_->theta[RightUpperArm] += 10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[LeftUpperLeg] += 6;
		mp_->theta[RightUpperLeg] -= 6;
	}
	
}

然后键盘控制人物移动时候,关键帧也会增加,并且调用动画函数:
以i方向为例:

case 'i':case 'I':
		yPos = RobotPos.y;
		RobotPos += 0.10f*cameraDirection;//让人物按照相机所朝向的位置进行移动
		RobotPos.y = yPos;//人物只在y轴上移动,因此y的值不应该发生改变
		State++;//改变动画关键帧
		RobotArmAnim(State);//人物移动时将会调用动画函数
		break;

(此处我们让物体朝向相机的方向前进。

同样的这里还实现了一个挥剑的动作:(按P实现)
在这里插入图片描述
(为什么这里手臂握不到剑是因为建模的时候手臂设定太短了/(ㄒoㄒ)/~~)

挥剑动画函数:

void SwordAnim(int i) {
	//剑的动画的函数
	if (i%33 == 1) {
		mp_->theta[RightUpperArm] = 0;
		mp_->theta[LeftUpperArm] = 0;
		mp_->theta[LeftUpperLeg] = 0;
		mp_->theta[RightUpperLeg] = 0;
		mp_->theta[RightLowerArmZ] = 0;
		mp_->theta[LeftLowerArmZ] = 0;
		mp_->theta[Sword] = 0;
	}
	if (i% 33 > 1 && i% 33 <= 5) {

	}
	if (i% 33 > 5 && i% 33 <= 8) {
		mp_->theta[RightUpperArm] -=10 ;
		mp_->theta[LeftUpperArm] -= 10;
		mp_-> theta[Sword] += 15;

	}
	if (i% 33 > 8 && i% 33 <= 11) {
		mp_->theta[RightLowerArmZ] += 15;
		mp_->theta[LeftLowerArmZ] -= 15;
		mp_->theta[Sword] += 15;
	}
	if (i % 33 > 11&& i % 33 <=21) {
		mp_->theta[RightUpperArm] -= 10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[Sword] += 7.5;

	}
	if (i % 33 > 21 ) {
		mp_->theta[RightUpperArm] += 10;
		mp_->theta[LeftUpperArm] += 10;
	}

	float yPos = RobotPos.y;
	RobotPos -= 0.10*cameraDirection;
	RobotPos.y = yPos;
	if (i % 20 <= 5) {
		mp_->theta[LeftUpperLeg] += 10;
		mp_->theta[RightUpperLeg] -= 10;
	}
	if (i % 20 > 5 && i % 20 <= 15) {
		mp_->theta[LeftUpperLeg] -= 10;
		mp_->theta[RightUpperLeg] += 10;
	}
	if (i % 20 > 15 && i % 20 <= 20) {
		mp_->theta[LeftUpperLeg] += 10;
		mp_->theta[RightUpperLeg] -= 10;
	}
}


此外,还添加了一个可以让人物视角朝着鼠标的方向旋转的语句:
在这里插入图片描述
打开这条语句的注释后,就可以让人物随着相机移动。
在这里插入图片描述

本来还想加个天空盒 但是还要复习数据结构,时间不够就没搞了,还好最后数据结构拿了A+

使用说明操控方法:

Wasd控制相机前后左右移动,空格和c键实现相机上下移。
Ikjl实现人物前后左右移动(前后左右是相对相机的方向)
Z和x键可以调整人物转向的方向。
按下p键可以让人物背向相机的方向往前挥剑(为了便于观察设置为背向相机的方向)

在主函数的display函数中
在这里插入图片描述

完整代码

头文件

FreeImage.h

// ==========================================================
// FreeImage 3
//
// Design and implementation by
// - Floris van den Berg (flvdberg@wxs.nl)
// - Herv?Drolon (drolon@infonie.fr)
//
// Contributors:
// - see changes log named 'Whatsnew.txt', see header of each .h and .cpp file
//
// This file is part of FreeImage 3
//
// COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS, WITHOUT WARRANTY
// OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, WITHOUT LIMITATION, WARRANTIES
// THAT THE COVERED CODE IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE
// OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE COVERED
// CODE IS WITH YOU. SHOULD ANY COVERED CODE PROVE DEFECTIVE IN ANY RESPECT, YOU (NOT
// THE INITIAL DEVELOPER OR ANY OTHER CONTRIBUTOR) ASSUME THE COST OF ANY NECESSARY
// SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER OF WARRANTY CONSTITUTES AN ESSENTIAL
// PART OF THIS LICENSE. NO USE OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER
// THIS DISCLAIMER.
//
// Use at your own risk!
// ==========================================================

#ifndef FREEIMAGE_H
#define FREEIMAGE_H

// Version information ------------------------------------------------------

#define FREEIMAGE_MAJOR_VERSION   3
#define FREEIMAGE_MINOR_VERSION   17
#define FREEIMAGE_RELEASE_SERIAL  0

// Compiler options ---------------------------------------------------------

#include <wchar.h>	// needed for UNICODE functions

#if defined(FREEIMAGE_LIB)
	#define DLL_API
	#define DLL_CALLCONV
#else
	#if defined(_WIN32) || defined(__WIN32__)
		#define DLL_CALLCONV __stdcall
		// The following ifdef block is the standard way of creating macros which make exporting 
		// from a DLL simpler. All files within this DLL are compiled with the FREEIMAGE_EXPORTS
		// symbol defined on the command line. this symbol should not be defined on any project
		// that uses this DLL. This way any other project whose source files include this file see 
		// DLL_API functions as being imported from a DLL, wheras this DLL sees symbols
		// defined with this macro as being exported.
		#ifdef FREEIMAGE_EXPORTS
			#define DLL_API __declspec(dllexport)
		#else
			#define DLL_API __declspec(dllimport)
		#endif // FREEIMAGE_EXPORTS
	#else 
		// try the gcc visibility support (see http://gcc.gnu.org/wiki/Visibility)
		#if defined(__GNUC__) && ((__GNUC__ >= 4) || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
			#ifndef GCC_HASCLASSVISIBILITY
				#define GCC_HASCLASSVISIBILITY
			#endif
		#endif // __GNUC__
		#define DLL_CALLCONV
		#if defined(GCC_HASCLASSVISIBILITY)
			#define DLL_API __attribute__ ((visibility("default")))
		#else
			#define DLL_API
		#endif		
	#endif // WIN32 / !WIN32
#endif // FREEIMAGE_LIB

// Endianness:
// Some versions of gcc may have BYTE_ORDER or __BYTE_ORDER defined.
// If your big endian system isn't being detected, add an OS specific check
// or define any of FREEIMAGE_BIGENDIAN and FREEIMAGE_LITTLEENDIAN directly
// to specify the desired endianness.
#if (!defined(FREEIMAGE_BIGENDIAN) && !defined(FREEIMAGE_LITTLEENDIAN))
	#if (defined(BYTE_ORDER) && BYTE_ORDER==BIG_ENDIAN) || (defined(__BYTE_ORDER) && __BYTE_ORDER==__BIG_ENDIAN) || defined(__BIG_ENDIAN__)
		#define FREEIMAGE_BIGENDIAN
	#endif // BYTE_ORDER
#endif // !FREEIMAGE_[BIG|LITTLE]ENDIAN

// Color-Order:
// The specified order of color components red, green and blue affects 24-
// and 32-bit images of type FIT_BITMAP as well as the colors that are part
// of a color palette. All other images always use RGB order. By default,
// color order is coupled to endianness:
// little-endian -> BGR
// big-endian    -> RGB
// However, you can always define FREEIMAGE_COLORORDER to any of the known
// orders FREEIMAGE_COLORORDER_BGR (0) and FREEIMAGE_COLORORDER_RGB (1) to
// specify your preferred color order.
#define FREEIMAGE_COLORORDER_BGR    0
#define FREEIMAGE_COLORORDER_RGB    1
#if (!defined(FREEIMAGE_COLORORDER)) || ((FREEIMAGE_COLORORDER != FREEIMAGE_COLORORDER_BGR) && (FREEIMAGE_COLORORDER != FREEIMAGE_COLORORDER_RGB))
	#if defined(FREEIMAGE_BIGENDIAN)
		#define FREEIMAGE_COLORORDER FREEIMAGE_COLORORDER_RGB
	#else
		#define FREEIMAGE_COLORORDER FREEIMAGE_COLORORDER_BGR
	#endif // FREEIMAGE_BIGENDIAN
#endif // FREEIMAGE_COLORORDER

// Ensure 4-byte enums if we're using Borland C++ compilers
#if defined(__BORLANDC__)
#pragma option push -b
#endif

// For C compatibility --------------------------------------------------------

#ifdef __cplusplus
#define FI_DEFAULT(x)	= x
#define FI_ENUM(x)      enum x
#define FI_STRUCT(x)	struct x
#else
#define FI_DEFAULT(x)
#define FI_ENUM(x)      typedef int x; enum x
#define FI_STRUCT(x)	typedef struct x x; struct x
#endif

// Bitmap types -------------------------------------------------------------

FI_STRUCT (FIBITMAP) { void *data; };
FI_STRUCT (FIMULTIBITMAP) { void *data; };

// Types used in the library (directly copied from Windows) -----------------

#if defined(__MINGW32__) && defined(_WINDOWS_H)
#define _WINDOWS_	// prevent a bug in MinGW32
#endif // __MINGW32__

#ifndef _WINDOWS_
#define _WINDOWS_

#ifndef FALSE
#define FALSE 0
#endif
#ifndef TRUE
#define TRUE 1
#endif
#ifndef NULL
#define NULL 0
#endif

#ifndef SEEK_SET
#define SEEK_SET  0
#define SEEK_CUR  1
#define SEEK_END  2
#endif

#ifndef _MSC_VER
// define portable types for 32-bit / 64-bit OS
#include <inttypes.h>
typedef int32_t BOOL;
typedef uint8_t BYTE;
typedef uint16_t WORD;
typedef uint32_t DWORD;
typedef int32_t LONG;
typedef int64_t INT64;
typedef uint64_t UINT64;
#else
// MS is not C99 ISO compliant
typedef long BOOL;
typedef unsigned char BYTE;
typedef unsigned short WORD;
typedef unsigned long DWORD;
typedef long LONG;
typedef signed __int64 INT64;
typedef unsigned __int64 UINT64;
#endif // _MSC_VER

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(push, 1)
#else
#pragma pack(1)
#endif // WIN32

typedef struct tagRGBQUAD {
#if FREEIMAGE_COLORORDER == FREEIMAGE_COLORORDER_BGR
  BYTE rgbBlue;
  BYTE rgbGreen;
  BYTE rgbRed;
#else
  BYTE rgbRed;
  BYTE rgbGreen;
  BYTE rgbBlue;
#endif // FREEIMAGE_COLORORDER
  BYTE rgbReserved;
} RGBQUAD;

typedef struct tagRGBTRIPLE {
#if FREEIMAGE_COLORORDER == FREEIMAGE_COLORORDER_BGR
  BYTE rgbtBlue;
  BYTE rgbtGreen;
  BYTE rgbtRed;
#else
  BYTE rgbtRed;
  BYTE rgbtGreen;
  BYTE rgbtBlue;
#endif // FREEIMAGE_COLORORDER
} RGBTRIPLE;

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(pop)
#else
#pragma pack()
#endif // WIN32

typedef struct tagBITMAPINFOHEADER{
  DWORD biSize;
  LONG  biWidth; 
  LONG  biHeight; 
  WORD  biPlanes; 
  WORD  biBitCount;
  DWORD biCompression; 
  DWORD biSizeImage; 
  LONG  biXPelsPerMeter; 
  LONG  biYPelsPerMeter; 
  DWORD biClrUsed; 
  DWORD biClrImportant;
} BITMAPINFOHEADER, *PBITMAPINFOHEADER; 

typedef struct tagBITMAPINFO { 
  BITMAPINFOHEADER bmiHeader; 
  RGBQUAD          bmiColors[1];
} BITMAPINFO, *PBITMAPINFO;

#endif // _WINDOWS_

// Types used in the library (specific to FreeImage) ------------------------

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(push, 1)
#else
#pragma pack(1)
#endif // WIN32

/** 48-bit RGB 
*/
typedef struct tagFIRGB16 {
	WORD red;
	WORD green;
	WORD blue;
} FIRGB16;

/** 64-bit RGBA
*/
typedef struct tagFIRGBA16 {
	WORD red;
	WORD green;
	WORD blue;
	WORD alpha;
} FIRGBA16;

/** 96-bit RGB Float
*/
typedef struct tagFIRGBF {
	float red;
	float green;
	float blue;
} FIRGBF;

/** 128-bit RGBA Float
*/
typedef struct tagFIRGBAF {
	float red;
	float green;
	float blue;
	float alpha;
} FIRGBAF;

/** Data structure for COMPLEX type (complex number)
*/
typedef struct tagFICOMPLEX {
    /// real part
	double r;
	/// imaginary part
    double i;
} FICOMPLEX;

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(pop)
#else
#pragma pack()
#endif // WIN32

// Indexes for byte arrays, masks and shifts for treating pixels as words ---
// These coincide with the order of RGBQUAD and RGBTRIPLE -------------------

#ifndef FREEIMAGE_BIGENDIAN
#if FREEIMAGE_COLORORDER == FREEIMAGE_COLORORDER_BGR
// Little Endian (x86 / MS Windows, Linux) : BGR(A) order
#define FI_RGBA_RED				2
#define FI_RGBA_GREEN			1
#define FI_RGBA_BLUE			0
#define FI_RGBA_ALPHA			3
#define FI_RGBA_RED_MASK		0x00FF0000
#define FI_RGBA_GREEN_MASK		0x0000FF00
#define FI_RGBA_BLUE_MASK		0x000000FF
#define FI_RGBA_ALPHA_MASK		0xFF000000
#define FI_RGBA_RED_SHIFT		16
#define FI_RGBA_GREEN_SHIFT		8
#define FI_RGBA_BLUE_SHIFT		0
#define FI_RGBA_ALPHA_SHIFT		24
#else
// Little Endian (x86 / MaxOSX) : RGB(A) order
#define FI_RGBA_RED				0
#define FI_RGBA_GREEN			1
#define FI_RGBA_BLUE			2
#define FI_RGBA_ALPHA			3
#define FI_RGBA_RED_MASK		0x000000FF
#define FI_RGBA_GREEN_MASK		0x0000FF00
#define FI_RGBA_BLUE_MASK		0x00FF0000
#define FI_RGBA_ALPHA_MASK		0xFF000000
#define FI_RGBA_RED_SHIFT		0
#define FI_RGBA_GREEN_SHIFT		8
#define FI_RGBA_BLUE_SHIFT		16
#define FI_RGBA_ALPHA_SHIFT		24
#endif // FREEIMAGE_COLORORDER
#else
#if FREEIMAGE_COLORORDER == FREEIMAGE_COLORORDER_BGR
// Big Endian (PPC / none) : BGR(A) order
#define FI_RGBA_RED				2
#define FI_RGBA_GREEN			1
#define FI_RGBA_BLUE			0
#define FI_RGBA_ALPHA			3
#define FI_RGBA_RED_MASK		0x0000FF00
#define FI_RGBA_GREEN_MASK		0x00FF0000
#define FI_RGBA_BLUE_MASK		0xFF000000
#define FI_RGBA_ALPHA_MASK		0x000000FF
#define FI_RGBA_RED_SHIFT		8
#define FI_RGBA_GREEN_SHIFT		16
#define FI_RGBA_BLUE_SHIFT		24
#define FI_RGBA_ALPHA_SHIFT		0
#else
// Big Endian (PPC / Linux, MaxOSX) : RGB(A) order
#define FI_RGBA_RED				0
#define FI_RGBA_GREEN			1
#define FI_RGBA_BLUE			2
#define FI_RGBA_ALPHA			3
#define FI_RGBA_RED_MASK		0xFF000000
#define FI_RGBA_GREEN_MASK		0x00FF0000
#define FI_RGBA_BLUE_MASK		0x0000FF00
#define FI_RGBA_ALPHA_MASK		0x000000FF
#define FI_RGBA_RED_SHIFT		24
#define FI_RGBA_GREEN_SHIFT		16
#define FI_RGBA_BLUE_SHIFT		8
#define FI_RGBA_ALPHA_SHIFT		0
#endif // FREEIMAGE_COLORORDER
#endif // FREEIMAGE_BIGENDIAN

#define FI_RGBA_RGB_MASK		(FI_RGBA_RED_MASK|FI_RGBA_GREEN_MASK|FI_RGBA_BLUE_MASK)

// The 16bit macros only include masks and shifts, since each color element is not byte aligned

#define FI16_555_RED_MASK		0x7C00
#define FI16_555_GREEN_MASK		0x03E0
#define FI16_555_BLUE_MASK		0x001F
#define FI16_555_RED_SHIFT		10
#define FI16_555_GREEN_SHIFT	5
#define FI16_555_BLUE_SHIFT		0
#define FI16_565_RED_MASK		0xF800
#define FI16_565_GREEN_MASK		0x07E0
#define FI16_565_BLUE_MASK		0x001F
#define FI16_565_RED_SHIFT		11
#define FI16_565_GREEN_SHIFT	5
#define FI16_565_BLUE_SHIFT		0

// ICC profile support ------------------------------------------------------

#define FIICC_DEFAULT			0x00
#define FIICC_COLOR_IS_CMYK		0x01

FI_STRUCT (FIICCPROFILE) { 
	WORD    flags;	//! info flag
	DWORD	size;	//! profile's size measured in bytes
	void   *data;	//! points to a block of contiguous memory containing the profile
};

// Important enums ----------------------------------------------------------

/** I/O image format identifiers.
*/
FI_ENUM(FREE_IMAGE_FORMAT) {
	FIF_UNKNOWN = -1,
	FIF_BMP		= 0,
	FIF_ICO		= 1,
	FIF_JPEG	= 2,
	FIF_JNG		= 3,
	FIF_KOALA	= 4,
	FIF_LBM		= 5,
	FIF_IFF = FIF_LBM,
	FIF_MNG		= 6,
	FIF_PBM		= 7,
	FIF_PBMRAW	= 8,
	FIF_PCD		= 9,
	FIF_PCX		= 10,
	FIF_PGM		= 11,
	FIF_PGMRAW	= 12,
	FIF_PNG		= 13,
	FIF_PPM		= 14,
	FIF_PPMRAW	= 15,
	FIF_RAS		= 16,
	FIF_TARGA	= 17,
	FIF_TIFF	= 18,
	FIF_WBMP	= 19,
	FIF_PSD		= 20,
	FIF_CUT		= 21,
	FIF_XBM		= 22,
	FIF_XPM		= 23,
	FIF_DDS		= 24,
	FIF_GIF     = 25,
	FIF_HDR		= 26,
	FIF_FAXG3	= 27,
	FIF_SGI		= 28,
	FIF_EXR		= 29,
	FIF_J2K		= 30,
	FIF_JP2		= 31,
	FIF_PFM		= 32,
	FIF_PICT	= 33,
	FIF_RAW		= 34,
	FIF_WEBP	= 35,
	FIF_JXR		= 36
};

/** Image type used in FreeImage.
*/
FI_ENUM(FREE_IMAGE_TYPE) {
	FIT_UNKNOWN = 0,	//! unknown type
	FIT_BITMAP  = 1,	//! standard image			: 1-, 4-, 8-, 16-, 24-, 32-bit
	FIT_UINT16	= 2,	//! array of unsigned short	: unsigned 16-bit
	FIT_INT16	= 3,	//! array of short			: signed 16-bit
	FIT_UINT32	= 4,	//! array of unsigned long	: unsigned 32-bit
	FIT_INT32	= 5,	//! array of long			: signed 32-bit
	FIT_FLOAT	= 6,	//! array of float			: 32-bit IEEE floating point
	FIT_DOUBLE	= 7,	//! array of double			: 64-bit IEEE floating point
	FIT_COMPLEX	= 8,	//! array of FICOMPLEX		: 2 x 64-bit IEEE floating point
	FIT_RGB16	= 9,	//! 48-bit RGB image			: 3 x 16-bit
	FIT_RGBA16	= 10,	//! 64-bit RGBA image		: 4 x 16-bit
	FIT_RGBF	= 11,	//! 96-bit RGB float image	: 3 x 32-bit IEEE floating point
	FIT_RGBAF	= 12	//! 128-bit RGBA float image	: 4 x 32-bit IEEE floating point
};

/** Image color type used in FreeImage.
*/
FI_ENUM(FREE_IMAGE_COLOR_TYPE) {
	FIC_MINISWHITE = 0,		//! min value is white
    FIC_MINISBLACK = 1,		//! min value is black
    FIC_RGB        = 2,		//! RGB color model
    FIC_PALETTE    = 3,		//! color map indexed
	FIC_RGBALPHA   = 4,		//! RGB color model with alpha channel
	FIC_CMYK       = 5		//! CMYK color model
};

/** Color quantization algorithms.
Constants used in FreeImage_ColorQuantize.
*/
FI_ENUM(FREE_IMAGE_QUANTIZE) {
    FIQ_WUQUANT = 0,		//! Xiaolin Wu color quantization algorithm
    FIQ_NNQUANT = 1,		//! NeuQuant neural-net quantization algorithm by Anthony Dekker
	FIQ_LFPQUANT = 2		//! Lossless Fast Pseudo-Quantization Algorithm by Carsten Klein
};

/** Dithering algorithms.
Constants used in FreeImage_Dither.
*/
FI_ENUM(FREE_IMAGE_DITHER) {
    FID_FS			= 0,	//! Floyd & Steinberg error diffusion
	FID_BAYER4x4	= 1,	//! Bayer ordered dispersed dot dithering (order 2 dithering matrix)
	FID_BAYER8x8	= 2,	//! Bayer ordered dispersed dot dithering (order 3 dithering matrix)
	FID_CLUSTER6x6	= 3,	//! Ordered clustered dot dithering (order 3 - 6x6 matrix)
	FID_CLUSTER8x8	= 4,	//! Ordered clustered dot dithering (order 4 - 8x8 matrix)
	FID_CLUSTER16x16= 5,	//! Ordered clustered dot dithering (order 8 - 16x16 matrix)
	FID_BAYER16x16	= 6		//! Bayer ordered dispersed dot dithering (order 4 dithering matrix)
};

/** Lossless JPEG transformations
Constants used in FreeImage_JPEGTransform
*/
FI_ENUM(FREE_IMAGE_JPEG_OPERATION) {
	FIJPEG_OP_NONE			= 0,	//! no transformation
	FIJPEG_OP_FLIP_H		= 1,	//! horizontal flip
	FIJPEG_OP_FLIP_V		= 2,	//! vertical flip
	FIJPEG_OP_TRANSPOSE		= 3,	//! transpose across UL-to-LR axis
	FIJPEG_OP_TRANSVERSE	= 4,	//! transpose across UR-to-LL axis
	FIJPEG_OP_ROTATE_90		= 5,	//! 90-degree clockwise rotation
	FIJPEG_OP_ROTATE_180	= 6,	//! 180-degree rotation
	FIJPEG_OP_ROTATE_270	= 7		//! 270-degree clockwise (or 90 ccw)
};

/** Tone mapping operators.
Constants used in FreeImage_ToneMapping.
*/
FI_ENUM(FREE_IMAGE_TMO) {
    FITMO_DRAGO03	 = 0,	//! Adaptive logarithmic mapping (F. Drago, 2003)
	FITMO_REINHARD05 = 1,	//! Dynamic range reduction inspired by photoreceptor physiology (E. Reinhard, 2005)
	FITMO_FATTAL02	 = 2	//! Gradient domain high dynamic range compression (R. Fattal, 2002)
};

/** Upsampling / downsampling filters. 
Constants used in FreeImage_Rescale.
*/
FI_ENUM(FREE_IMAGE_FILTER) {
	FILTER_BOX		  = 0,	//! Box, pulse, Fourier window, 1st order (constant) b-spline
	FILTER_BICUBIC	  = 1,	//! Mitchell & Netravali's two-param cubic filter
	FILTER_BILINEAR   = 2,	//! Bilinear filter
	FILTER_BSPLINE	  = 3,	//! 4th order (cubic) b-spline
	FILTER_CATMULLROM = 4,	//! Catmull-Rom spline, Overhauser spline
	FILTER_LANCZOS3	  = 5	//! Lanczos3 filter
};

/** Color channels.
Constants used in color manipulation routines.
*/
FI_ENUM(FREE_IMAGE_COLOR_CHANNEL) {
	FICC_RGB	= 0,	//! Use red, green and blue channels
	FICC_RED	= 1,	//! Use red channel
	FICC_GREEN	= 2,	//! Use green channel
	FICC_BLUE	= 3,	//! Use blue channel
	FICC_ALPHA	= 4,	//! Use alpha channel
	FICC_BLACK	= 5,	//! Use black channel
	FICC_REAL	= 6,	//! Complex images: use real part
	FICC_IMAG	= 7,	//! Complex images: use imaginary part
	FICC_MAG	= 8,	//! Complex images: use magnitude
	FICC_PHASE	= 9		//! Complex images: use phase
};

// Metadata support ---------------------------------------------------------

/**
  Tag data type information (based on TIFF specifications)

  Note: RATIONALs are the ratio of two 32-bit integer values.
*/
FI_ENUM(FREE_IMAGE_MDTYPE) {
	FIDT_NOTYPE		= 0,	//! placeholder 
	FIDT_BYTE		= 1,	//! 8-bit unsigned integer 
	FIDT_ASCII		= 2,	//! 8-bit bytes w/ last byte null 
	FIDT_SHORT		= 3,	//! 16-bit unsigned integer 
	FIDT_LONG		= 4,	//! 32-bit unsigned integer 
	FIDT_RATIONAL	= 5,	//! 64-bit unsigned fraction 
	FIDT_SBYTE		= 6,	//! 8-bit signed integer 
	FIDT_UNDEFINED	= 7,	//! 8-bit untyped data 
	FIDT_SSHORT		= 8,	//! 16-bit signed integer 
	FIDT_SLONG		= 9,	//! 32-bit signed integer 
	FIDT_SRATIONAL	= 10,	//! 64-bit signed fraction 
	FIDT_FLOAT		= 11,	//! 32-bit IEEE floating point 
	FIDT_DOUBLE		= 12,	//! 64-bit IEEE floating point 
	FIDT_IFD		= 13,	//! 32-bit unsigned integer (offset) 
	FIDT_PALETTE	= 14,	//! 32-bit RGBQUAD 
	FIDT_LONG8		= 16,	//! 64-bit unsigned integer 
	FIDT_SLONG8		= 17,	//! 64-bit signed integer
	FIDT_IFD8		= 18	//! 64-bit unsigned integer (offset)
};

/**
  Metadata models supported by FreeImage
*/
FI_ENUM(FREE_IMAGE_MDMODEL) {
	FIMD_NODATA			= -1,
	FIMD_COMMENTS		= 0,	//! single comment or keywords
	FIMD_EXIF_MAIN		= 1,	//! Exif-TIFF metadata
	FIMD_EXIF_EXIF		= 2,	//! Exif-specific metadata
	FIMD_EXIF_GPS		= 3,	//! Exif GPS metadata
	FIMD_EXIF_MAKERNOTE = 4,	//! Exif maker note metadata
	FIMD_EXIF_INTEROP	= 5,	//! Exif interoperability metadata
	FIMD_IPTC			= 6,	//! IPTC/NAA metadata
	FIMD_XMP			= 7,	//! Abobe XMP metadata
	FIMD_GEOTIFF		= 8,	//! GeoTIFF metadata
	FIMD_ANIMATION		= 9,	//! Animation metadata
	FIMD_CUSTOM			= 10,	//! Used to attach other metadata types to a dib
	FIMD_EXIF_RAW		= 11	//! Exif metadata as a raw buffer
};

/**
  Handle to a metadata model
*/
FI_STRUCT (FIMETADATA) { void *data; };

/**
  Handle to a FreeImage tag
*/
FI_STRUCT (FITAG) { void *data; };

// File IO routines ---------------------------------------------------------

#ifndef FREEIMAGE_IO
#define FREEIMAGE_IO

typedef void* fi_handle;
typedef unsigned (DLL_CALLCONV *FI_ReadProc) (void *buffer, unsigned size, unsigned count, fi_handle handle);
typedef unsigned (DLL_CALLCONV *FI_WriteProc) (void *buffer, unsigned size, unsigned count, fi_handle handle);
typedef int (DLL_CALLCONV *FI_SeekProc) (fi_handle handle, long offset, int origin);
typedef long (DLL_CALLCONV *FI_TellProc) (fi_handle handle);

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(push, 1)
#else
#pragma pack(1)
#endif // WIN32

FI_STRUCT(FreeImageIO) {
	FI_ReadProc  read_proc;     //! pointer to the function used to read data
    FI_WriteProc write_proc;    //! pointer to the function used to write data
    FI_SeekProc  seek_proc;     //! pointer to the function used to seek
    FI_TellProc  tell_proc;     //! pointer to the function used to aquire the current position
};

#if (defined(_WIN32) || defined(__WIN32__))
#pragma pack(pop)
#else
#pragma pack()
#endif // WIN32

/**
Handle to a memory I/O stream
*/
FI_STRUCT (FIMEMORY) { void *data; };

#endif // FREEIMAGE_IO

// Plugin routines ----------------------------------------------------------

#ifndef PLUGINS
#define PLUGINS

typedef const char *(DLL_CALLCONV *FI_FormatProc)(void);
typedef const char *(DLL_CALLCONV *FI_DescriptionProc)(void);
typedef const char *(DLL_CALLCONV *FI_ExtensionListProc)(void);
typedef const char *(DLL_CALLCONV *FI_RegExprProc)(void);
typedef void *(DLL_CALLCONV *FI_OpenProc)(FreeImageIO *io, fi_handle handle, BOOL read);
typedef void (DLL_CALLCONV *FI_CloseProc)(FreeImageIO *io, fi_handle handle, void *data);
typedef int (DLL_CALLCONV *FI_PageCountProc)(FreeImageIO *io, fi_handle handle, void *data);
typedef int (DLL_CALLCONV *FI_PageCapabilityProc)(FreeImageIO *io, fi_handle handle, void *data);
typedef FIBITMAP *(DLL_CALLCONV *FI_LoadProc)(FreeImageIO *io, fi_handle handle, int page, int flags, void *data);
typedef BOOL (DLL_CALLCONV *FI_SaveProc)(FreeImageIO *io, FIBITMAP *dib, fi_handle handle, int page, int flags, void *data);
typedef BOOL (DLL_CALLCONV *FI_ValidateProc)(FreeImageIO *io, fi_handle handle);
typedef const char *(DLL_CALLCONV *FI_MimeProc)(void);
typedef BOOL (DLL_CALLCONV *FI_SupportsExportBPPProc)(int bpp);
typedef BOOL (DLL_CALLCONV *FI_SupportsExportTypeProc)(FREE_IMAGE_TYPE type);
typedef BOOL (DLL_CALLCONV *FI_SupportsICCProfilesProc)(void);
typedef BOOL (DLL_CALLCONV *FI_SupportsNoPixelsProc)(void);

FI_STRUCT (Plugin) {
	FI_FormatProc format_proc;
	FI_DescriptionProc description_proc;
	FI_ExtensionListProc extension_proc;
	FI_RegExprProc regexpr_proc;
	FI_OpenProc open_proc;
	FI_CloseProc close_proc;
	FI_PageCountProc pagecount_proc;
	FI_PageCapabilityProc pagecapability_proc;
	FI_LoadProc load_proc;
	FI_SaveProc save_proc;
	FI_ValidateProc validate_proc;
	FI_MimeProc mime_proc;
	FI_SupportsExportBPPProc supports_export_bpp_proc;
	FI_SupportsExportTypeProc supports_export_type_proc;
	FI_SupportsICCProfilesProc supports_icc_profiles_proc;
	FI_SupportsNoPixelsProc supports_no_pixels_proc;
};

typedef void (DLL_CALLCONV *FI_InitProc)(Plugin *plugin, int format_id);

#endif // PLUGINS


// Load / Save flag constants -----------------------------------------------

#define FIF_LOAD_NOPIXELS 0x8000	//! loading: load the image header only (not supported by all plugins, default to full loading)

#define BMP_DEFAULT         0
#define BMP_SAVE_RLE        1
#define CUT_DEFAULT         0
#define DDS_DEFAULT			0
#define EXR_DEFAULT			0		//! save data as half with piz-based wavelet compression
#define EXR_FLOAT			0x0001	//! save data as float instead of as half (not recommended)
#define EXR_NONE			0x0002	//! save with no compression
#define EXR_ZIP				0x0004	//! save with zlib compression, in blocks of 16 scan lines
#define EXR_PIZ				0x0008	//! save with piz-based wavelet compression
#define EXR_PXR24			0x0010	//! save with lossy 24-bit float compression
#define EXR_B44				0x0020	//! save with lossy 44% float compression - goes to 22% when combined with EXR_LC
#define EXR_LC				0x0040	//! save images with one luminance and two chroma channels, rather than as RGB (lossy compression)
#define FAXG3_DEFAULT		0
#define GIF_DEFAULT			0
#define GIF_LOAD256			1		//! load the image as a 256 color image with ununsed palette entries, if it's 16 or 2 color
#define GIF_PLAYBACK		2		//! 'Play' the GIF to generate each frame (as 32bpp) instead of returning raw frame data when loading
#define HDR_DEFAULT			0
#define ICO_DEFAULT         0
#define ICO_MAKEALPHA		1		//! convert to 32bpp and create an alpha channel from the AND-mask when loading
#define IFF_DEFAULT         0
#define J2K_DEFAULT			0		//! save with a 16:1 rate
#define JP2_DEFAULT			0		//! save with a 16:1 rate
#define JPEG_DEFAULT        0		//! loading (see JPEG_FAST); saving (see JPEG_QUALITYGOOD|JPEG_SUBSAMPLING_420)
#define JPEG_FAST           0x0001	//! load the file as fast as possible, sacrificing some quality
#define JPEG_ACCURATE       0x0002	//! load the file with the best quality, sacrificing some speed
#define JPEG_CMYK			0x0004	//! load separated CMYK "as is" (use | to combine with other load flags)
#define JPEG_EXIFROTATE		0x0008	//! load and rotate according to Exif 'Orientation' tag if available
#define JPEG_GREYSCALE		0x0010	//! load and convert to a 8-bit greyscale image
#define JPEG_QUALITYSUPERB  0x80	//! save with superb quality (100:1)
#define JPEG_QUALITYGOOD    0x0100	//! save with good quality (75:1)
#define JPEG_QUALITYNORMAL  0x0200	//! save with normal quality (50:1)
#define JPEG_QUALITYAVERAGE 0x0400	//! save with average quality (25:1)
#define JPEG_QUALITYBAD     0x0800	//! save with bad quality (10:1)
#define JPEG_PROGRESSIVE	0x2000	//! save as a progressive-JPEG (use | to combine with other save flags)
#define JPEG_SUBSAMPLING_411 0x1000		//! save with high 4x1 chroma subsampling (4:1:1) 
#define JPEG_SUBSAMPLING_420 0x4000		//! save with medium 2x2 medium chroma subsampling (4:2:0) - default value
#define JPEG_SUBSAMPLING_422 0x8000		//! save with low 2x1 chroma subsampling (4:2:2) 
#define JPEG_SUBSAMPLING_444 0x10000	//! save with no chroma subsampling (4:4:4)
#define JPEG_OPTIMIZE		0x20000		//! on saving, compute optimal Huffman coding tables (can reduce a few percent of file size)
#define JPEG_BASELINE		0x40000		//! save basic JPEG, without metadata or any markers
#define KOALA_DEFAULT       0
#define LBM_DEFAULT         0
#define MNG_DEFAULT         0
#define PCD_DEFAULT         0
#define PCD_BASE            1		//! load the bitmap sized 768 x 512
#define PCD_BASEDIV4        2		//! load the bitmap sized 384 x 256
#define PCD_BASEDIV16       3		//! load the bitmap sized 192 x 128
#define PCX_DEFAULT         0
#define PFM_DEFAULT         0
#define PICT_DEFAULT        0
#define PNG_DEFAULT         0
#define PNG_IGNOREGAMMA		1		//! loading: avoid gamma correction
#define PNG_Z_BEST_SPEED			0x0001	//! save using ZLib level 1 compression flag (default value is 6)
#define PNG_Z_DEFAULT_COMPRESSION	0x0006	//! save using ZLib level 6 compression flag (default recommended value)
#define PNG_Z_BEST_COMPRESSION		0x0009	//! save using ZLib level 9 compression flag (default value is 6)
#define PNG_Z_NO_COMPRESSION		0x0100	//! save without ZLib compression
#define PNG_INTERLACED				0x0200	//! save using Adam7 interlacing (use | to combine with other save flags)
#define PNM_DEFAULT         0
#define PNM_SAVE_RAW        0       //! if set the writer saves in RAW format (i.e. P4, P5 or P6)
#define PNM_SAVE_ASCII      1       //! if set the writer saves in ASCII format (i.e. P1, P2 or P3)
#define PSD_DEFAULT         0
#define PSD_CMYK			1		//! reads tags for separated CMYK (default is conversion to RGB)
#define PSD_LAB				2		//! reads tags for CIELab (default is conversion to RGB)
#define RAS_DEFAULT         0
#define RAW_DEFAULT         0		//! load the file as linear RGB 48-bit
#define RAW_PREVIEW			1		//! try to load the embedded JPEG preview with included Exif Data or default to RGB 24-bit
#define RAW_DISPLAY			2		//! load the file as RGB 24-bit
#define RAW_HALFSIZE		4		//! output a half-size color image
#define RAW_UNPROCESSED		8		//! output a FIT_UINT16 raw Bayer image
#define SGI_DEFAULT			0
#define TARGA_DEFAULT       0
#define TARGA_LOAD_RGB888   1       //! if set the loader converts RGB555 and ARGB8888 -> RGB888.
#define TARGA_SAVE_RLE		2		//! if set, the writer saves with RLE compression
#define TIFF_DEFAULT        0
#define TIFF_CMYK			0x0001	//! reads/stores tags for separated CMYK (use | to combine with compression flags)
#define TIFF_PACKBITS       0x0100  //! save using PACKBITS compression
#define TIFF_DEFLATE        0x0200  //! save using DEFLATE compression (a.k.a. ZLIB compression)
#define TIFF_ADOBE_DEFLATE  0x0400  //! save using ADOBE DEFLATE compression
#define TIFF_NONE           0x0800  //! save without any compression
#define TIFF_CCITTFAX3		0x1000  //! save using CCITT Group 3 fax encoding
#define TIFF_CCITTFAX4		0x2000  //! save using CCITT Group 4 fax encoding
#define TIFF_LZW			0x4000	//! save using LZW compression
#define TIFF_JPEG			0x8000	//! save using JPEG compression
#define TIFF_LOGLUV			0x10000	//! save using LogLuv compression
#define WBMP_DEFAULT        0
#define XBM_DEFAULT			0
#define XPM_DEFAULT			0
#define WEBP_DEFAULT		0		//! save with good quality (75:1)
#define WEBP_LOSSLESS		0x100	//! save in lossless mode
#define JXR_DEFAULT			0		//! save with quality 80 and no chroma subsampling (4:4:4)
#define JXR_LOSSLESS		0x0064	//! save lossless
#define JXR_PROGRESSIVE		0x2000	//! save as a progressive-JXR (use | to combine with other save flags)

// Background filling options ---------------------------------------------------------
// Constants used in FreeImage_FillBackground and FreeImage_EnlargeCanvas

#define FI_COLOR_IS_RGB_COLOR			0x00	//! RGBQUAD color is a RGB color (contains no valid alpha channel)
#define FI_COLOR_IS_RGBA_COLOR			0x01	//! RGBQUAD color is a RGBA color (contains a valid alpha channel)
#define FI_COLOR_FIND_EQUAL_COLOR		0x02	//! For palettized images: lookup equal RGB color from palette
#define FI_COLOR_ALPHA_IS_INDEX			0x04	//! The color's rgbReserved member (alpha) contains the palette index to be used
#define FI_COLOR_PALETTE_SEARCH_MASK	(FI_COLOR_FIND_EQUAL_COLOR | FI_COLOR_ALPHA_IS_INDEX)	// No color lookup is performed

// RescaleEx options ---------------------------------------------------------
// Constants used in FreeImage_RescaleEx

#define FI_RESCALE_DEFAULT			0x00    //! default options; none of the following other options apply
#define FI_RESCALE_TRUE_COLOR		0x01	//! for non-transparent greyscale images, convert to 24-bit if src bitdepth <= 8 (default is a 8-bit greyscale image). 
#define FI_RESCALE_OMIT_METADATA	0x02	//! do not copy metadata to the rescaled image


#ifdef __cplusplus
extern "C" {
#endif

// Init / Error routines ----------------------------------------------------

DLL_API void DLL_CALLCONV FreeImage_Initialise(BOOL load_local_plugins_only FI_DEFAULT(FALSE));
DLL_API void DLL_CALLCONV FreeImage_DeInitialise(void);

// Version routines ---------------------------------------------------------

DLL_API const char *DLL_CALLCONV FreeImage_GetVersion(void);
DLL_API const char *DLL_CALLCONV FreeImage_GetCopyrightMessage(void);

// Message output functions -------------------------------------------------

typedef void (*FreeImage_OutputMessageFunction)(FREE_IMAGE_FORMAT fif, const char *msg);
typedef void (DLL_CALLCONV *FreeImage_OutputMessageFunctionStdCall)(FREE_IMAGE_FORMAT fif, const char *msg); 

DLL_API void DLL_CALLCONV FreeImage_SetOutputMessageStdCall(FreeImage_OutputMessageFunctionStdCall omf); 
DLL_API void DLL_CALLCONV FreeImage_SetOutputMessage(FreeImage_OutputMessageFunction omf);
DLL_API void DLL_CALLCONV FreeImage_OutputMessageProc(int fif, const char *fmt, ...);

// Allocate / Clone / Unload routines ---------------------------------------

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Allocate(int width, int height, int bpp, unsigned red_mask FI_DEFAULT(0), unsigned green_mask FI_DEFAULT(0), unsigned blue_mask FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_AllocateT(FREE_IMAGE_TYPE type, int width, int height, int bpp FI_DEFAULT(8), unsigned red_mask FI_DEFAULT(0), unsigned green_mask FI_DEFAULT(0), unsigned blue_mask FI_DEFAULT(0));
DLL_API FIBITMAP * DLL_CALLCONV FreeImage_Clone(FIBITMAP *dib);
DLL_API void DLL_CALLCONV FreeImage_Unload(FIBITMAP *dib);

// Header loading routines
DLL_API BOOL DLL_CALLCONV FreeImage_HasPixels(FIBITMAP *dib);

// Load / Save routines -----------------------------------------------------

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Load(FREE_IMAGE_FORMAT fif, const char *filename, int flags FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_LoadU(FREE_IMAGE_FORMAT fif, const wchar_t *filename, int flags FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_LoadFromHandle(FREE_IMAGE_FORMAT fif, FreeImageIO *io, fi_handle handle, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_Save(FREE_IMAGE_FORMAT fif, FIBITMAP *dib, const char *filename, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_SaveU(FREE_IMAGE_FORMAT fif, FIBITMAP *dib, const wchar_t *filename, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_SaveToHandle(FREE_IMAGE_FORMAT fif, FIBITMAP *dib, FreeImageIO *io, fi_handle handle, int flags FI_DEFAULT(0));

// Memory I/O stream routines -----------------------------------------------

DLL_API FIMEMORY *DLL_CALLCONV FreeImage_OpenMemory(BYTE *data FI_DEFAULT(0), DWORD size_in_bytes FI_DEFAULT(0));
DLL_API void DLL_CALLCONV FreeImage_CloseMemory(FIMEMORY *stream);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_LoadFromMemory(FREE_IMAGE_FORMAT fif, FIMEMORY *stream, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_SaveToMemory(FREE_IMAGE_FORMAT fif, FIBITMAP *dib, FIMEMORY *stream, int flags FI_DEFAULT(0));
DLL_API long DLL_CALLCONV FreeImage_TellMemory(FIMEMORY *stream);
DLL_API BOOL DLL_CALLCONV FreeImage_SeekMemory(FIMEMORY *stream, long offset, int origin);
DLL_API BOOL DLL_CALLCONV FreeImage_AcquireMemory(FIMEMORY *stream, BYTE **data, DWORD *size_in_bytes);
DLL_API unsigned DLL_CALLCONV FreeImage_ReadMemory(void *buffer, unsigned size, unsigned count, FIMEMORY *stream);
DLL_API unsigned DLL_CALLCONV FreeImage_WriteMemory(const void *buffer, unsigned size, unsigned count, FIMEMORY *stream);

DLL_API FIMULTIBITMAP *DLL_CALLCONV FreeImage_LoadMultiBitmapFromMemory(FREE_IMAGE_FORMAT fif, FIMEMORY *stream, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_SaveMultiBitmapToMemory(FREE_IMAGE_FORMAT fif, FIMULTIBITMAP *bitmap, FIMEMORY *stream, int flags);

// Plugin Interface ---------------------------------------------------------

DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_RegisterLocalPlugin(FI_InitProc proc_address, const char *format FI_DEFAULT(0), const char *description FI_DEFAULT(0), const char *extension FI_DEFAULT(0), const char *regexpr FI_DEFAULT(0));
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_RegisterExternalPlugin(const char *path, const char *format FI_DEFAULT(0), const char *description FI_DEFAULT(0), const char *extension FI_DEFAULT(0), const char *regexpr FI_DEFAULT(0));
DLL_API int DLL_CALLCONV FreeImage_GetFIFCount(void);
DLL_API int DLL_CALLCONV FreeImage_SetPluginEnabled(FREE_IMAGE_FORMAT fif, BOOL enable);
DLL_API int DLL_CALLCONV FreeImage_IsPluginEnabled(FREE_IMAGE_FORMAT fif);
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFIFFromFormat(const char *format);
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFIFFromMime(const char *mime);
DLL_API const char *DLL_CALLCONV FreeImage_GetFormatFromFIF(FREE_IMAGE_FORMAT fif);
DLL_API const char *DLL_CALLCONV FreeImage_GetFIFExtensionList(FREE_IMAGE_FORMAT fif);
DLL_API const char *DLL_CALLCONV FreeImage_GetFIFDescription(FREE_IMAGE_FORMAT fif);
DLL_API const char *DLL_CALLCONV FreeImage_GetFIFRegExpr(FREE_IMAGE_FORMAT fif);
DLL_API const char *DLL_CALLCONV FreeImage_GetFIFMimeType(FREE_IMAGE_FORMAT fif);
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFIFFromFilename(const char *filename);
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFIFFromFilenameU(const wchar_t *filename);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsReading(FREE_IMAGE_FORMAT fif);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsWriting(FREE_IMAGE_FORMAT fif);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsExportBPP(FREE_IMAGE_FORMAT fif, int bpp);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsExportType(FREE_IMAGE_FORMAT fif, FREE_IMAGE_TYPE type);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsICCProfiles(FREE_IMAGE_FORMAT fif);
DLL_API BOOL DLL_CALLCONV FreeImage_FIFSupportsNoPixels(FREE_IMAGE_FORMAT fif);

// Multipaging interface ----------------------------------------------------

DLL_API FIMULTIBITMAP * DLL_CALLCONV FreeImage_OpenMultiBitmap(FREE_IMAGE_FORMAT fif, const char *filename, BOOL create_new, BOOL read_only, BOOL keep_cache_in_memory FI_DEFAULT(FALSE), int flags FI_DEFAULT(0));
DLL_API FIMULTIBITMAP * DLL_CALLCONV FreeImage_OpenMultiBitmapFromHandle(FREE_IMAGE_FORMAT fif, FreeImageIO *io, fi_handle handle, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_SaveMultiBitmapToHandle(FREE_IMAGE_FORMAT fif, FIMULTIBITMAP *bitmap, FreeImageIO *io, fi_handle handle, int flags FI_DEFAULT(0));
DLL_API BOOL DLL_CALLCONV FreeImage_CloseMultiBitmap(FIMULTIBITMAP *bitmap, int flags FI_DEFAULT(0));
DLL_API int DLL_CALLCONV FreeImage_GetPageCount(FIMULTIBITMAP *bitmap);
DLL_API void DLL_CALLCONV FreeImage_AppendPage(FIMULTIBITMAP *bitmap, FIBITMAP *data);
DLL_API void DLL_CALLCONV FreeImage_InsertPage(FIMULTIBITMAP *bitmap, int page, FIBITMAP *data);
DLL_API void DLL_CALLCONV FreeImage_DeletePage(FIMULTIBITMAP *bitmap, int page);
DLL_API FIBITMAP * DLL_CALLCONV FreeImage_LockPage(FIMULTIBITMAP *bitmap, int page);
DLL_API void DLL_CALLCONV FreeImage_UnlockPage(FIMULTIBITMAP *bitmap, FIBITMAP *data, BOOL changed);
DLL_API BOOL DLL_CALLCONV FreeImage_MovePage(FIMULTIBITMAP *bitmap, int target, int source);
DLL_API BOOL DLL_CALLCONV FreeImage_GetLockedPageNumbers(FIMULTIBITMAP *bitmap, int *pages, int *count);

// Filetype request routines ------------------------------------------------

DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFileType(const char *filename, int size FI_DEFAULT(0));
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFileTypeU(const wchar_t *filename, int size FI_DEFAULT(0));
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFileTypeFromHandle(FreeImageIO *io, fi_handle handle, int size FI_DEFAULT(0));
DLL_API FREE_IMAGE_FORMAT DLL_CALLCONV FreeImage_GetFileTypeFromMemory(FIMEMORY *stream, int size FI_DEFAULT(0));

// Image type request routine -----------------------------------------------

DLL_API FREE_IMAGE_TYPE DLL_CALLCONV FreeImage_GetImageType(FIBITMAP *dib);

// FreeImage helper routines ------------------------------------------------

DLL_API BOOL DLL_CALLCONV FreeImage_IsLittleEndian(void);
DLL_API BOOL DLL_CALLCONV FreeImage_LookupX11Color(const char *szColor, BYTE *nRed, BYTE *nGreen, BYTE *nBlue);
DLL_API BOOL DLL_CALLCONV FreeImage_LookupSVGColor(const char *szColor, BYTE *nRed, BYTE *nGreen, BYTE *nBlue);

// Pixel access routines ----------------------------------------------------

DLL_API BYTE *DLL_CALLCONV FreeImage_GetBits(FIBITMAP *dib);
DLL_API BYTE *DLL_CALLCONV FreeImage_GetScanLine(FIBITMAP *dib, int scanline);

DLL_API BOOL DLL_CALLCONV FreeImage_GetPixelIndex(FIBITMAP *dib, unsigned x, unsigned y, BYTE *value);
DLL_API BOOL DLL_CALLCONV FreeImage_GetPixelColor(FIBITMAP *dib, unsigned x, unsigned y, RGBQUAD *value);
DLL_API BOOL DLL_CALLCONV FreeImage_SetPixelIndex(FIBITMAP *dib, unsigned x, unsigned y, BYTE *value);
DLL_API BOOL DLL_CALLCONV FreeImage_SetPixelColor(FIBITMAP *dib, unsigned x, unsigned y, RGBQUAD *value);

// DIB info routines --------------------------------------------------------

DLL_API unsigned DLL_CALLCONV FreeImage_GetColorsUsed(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetBPP(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetWidth(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetHeight(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetLine(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetPitch(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetDIBSize(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetMemorySize(FIBITMAP *dib);
DLL_API RGBQUAD *DLL_CALLCONV FreeImage_GetPalette(FIBITMAP *dib);

DLL_API unsigned DLL_CALLCONV FreeImage_GetDotsPerMeterX(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetDotsPerMeterY(FIBITMAP *dib);
DLL_API void DLL_CALLCONV FreeImage_SetDotsPerMeterX(FIBITMAP *dib, unsigned res);
DLL_API void DLL_CALLCONV FreeImage_SetDotsPerMeterY(FIBITMAP *dib, unsigned res);

DLL_API BITMAPINFOHEADER *DLL_CALLCONV FreeImage_GetInfoHeader(FIBITMAP *dib);
DLL_API BITMAPINFO *DLL_CALLCONV FreeImage_GetInfo(FIBITMAP *dib);
DLL_API FREE_IMAGE_COLOR_TYPE DLL_CALLCONV FreeImage_GetColorType(FIBITMAP *dib);

DLL_API unsigned DLL_CALLCONV FreeImage_GetRedMask(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetGreenMask(FIBITMAP *dib);
DLL_API unsigned DLL_CALLCONV FreeImage_GetBlueMask(FIBITMAP *dib);

DLL_API unsigned DLL_CALLCONV FreeImage_GetTransparencyCount(FIBITMAP *dib);
DLL_API BYTE * DLL_CALLCONV FreeImage_GetTransparencyTable(FIBITMAP *dib);
DLL_API void DLL_CALLCONV FreeImage_SetTransparent(FIBITMAP *dib, BOOL enabled);
DLL_API void DLL_CALLCONV FreeImage_SetTransparencyTable(FIBITMAP *dib, BYTE *table, int count);
DLL_API BOOL DLL_CALLCONV FreeImage_IsTransparent(FIBITMAP *dib);
DLL_API void DLL_CALLCONV FreeImage_SetTransparentIndex(FIBITMAP *dib, int index);
DLL_API int DLL_CALLCONV FreeImage_GetTransparentIndex(FIBITMAP *dib);

DLL_API BOOL DLL_CALLCONV FreeImage_HasBackgroundColor(FIBITMAP *dib);
DLL_API BOOL DLL_CALLCONV FreeImage_GetBackgroundColor(FIBITMAP *dib, RGBQUAD *bkcolor);
DLL_API BOOL DLL_CALLCONV FreeImage_SetBackgroundColor(FIBITMAP *dib, RGBQUAD *bkcolor);

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_GetThumbnail(FIBITMAP *dib);
DLL_API BOOL DLL_CALLCONV FreeImage_SetThumbnail(FIBITMAP *dib, FIBITMAP *thumbnail);

// ICC profile routines -----------------------------------------------------

DLL_API FIICCPROFILE *DLL_CALLCONV FreeImage_GetICCProfile(FIBITMAP *dib);
DLL_API FIICCPROFILE *DLL_CALLCONV FreeImage_CreateICCProfile(FIBITMAP *dib, void *data, long size);
DLL_API void DLL_CALLCONV FreeImage_DestroyICCProfile(FIBITMAP *dib);

// Line conversion routines -------------------------------------------------

DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To4(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine8To4(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To4_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To4_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine24To4(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine32To4(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To8(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine4To8(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To8_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To8_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine24To8(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine32To8(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To16_555(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine4To16_555(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine8To16_555(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16_565_To16_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine24To16_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine32To16_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To16_565(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine4To16_565(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine8To16_565(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16_555_To16_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine24To16_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine32To16_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To24(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine4To24(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine8To24(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To24_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To24_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine32To24(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine1To32(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine4To32(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine8To32(BYTE *target, BYTE *source, int width_in_pixels, RGBQUAD *palette);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To32_555(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine16To32_565(BYTE *target, BYTE *source, int width_in_pixels);
DLL_API void DLL_CALLCONV FreeImage_ConvertLine24To32(BYTE *target, BYTE *source, int width_in_pixels);

// Smart conversion routines ------------------------------------------------

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo4Bits(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo8Bits(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToGreyscale(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo16Bits555(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo16Bits565(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo24Bits(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertTo32Bits(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ColorQuantize(FIBITMAP *dib, FREE_IMAGE_QUANTIZE quantize);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ColorQuantizeEx(FIBITMAP *dib, FREE_IMAGE_QUANTIZE quantize FI_DEFAULT(FIQ_WUQUANT), int PaletteSize FI_DEFAULT(256), int ReserveSize FI_DEFAULT(0), RGBQUAD *ReservePalette FI_DEFAULT(NULL));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Threshold(FIBITMAP *dib, BYTE T);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Dither(FIBITMAP *dib, FREE_IMAGE_DITHER algorithm);

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertFromRawBits(BYTE *bits, int width, int height, int pitch, unsigned bpp, unsigned red_mask, unsigned green_mask, unsigned blue_mask, BOOL topdown FI_DEFAULT(FALSE));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertFromRawBitsEx(BOOL copySource, BYTE *bits, FREE_IMAGE_TYPE type, int width, int height, int pitch, unsigned bpp, unsigned red_mask, unsigned green_mask, unsigned blue_mask, BOOL topdown FI_DEFAULT(FALSE));
DLL_API void DLL_CALLCONV FreeImage_ConvertToRawBits(BYTE *bits, FIBITMAP *dib, int pitch, unsigned bpp, unsigned red_mask, unsigned green_mask, unsigned blue_mask, BOOL topdown FI_DEFAULT(FALSE));

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToFloat(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToRGBF(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToRGBAF(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToUINT16(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToRGB16(FIBITMAP *dib);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToRGBA16(FIBITMAP *dib);

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToStandardType(FIBITMAP *src, BOOL scale_linear FI_DEFAULT(TRUE));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ConvertToType(FIBITMAP *src, FREE_IMAGE_TYPE dst_type, BOOL scale_linear FI_DEFAULT(TRUE));

// Tone mapping operators ---------------------------------------------------

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_ToneMapping(FIBITMAP *dib, FREE_IMAGE_TMO tmo, double first_param FI_DEFAULT(0), double second_param FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_TmoDrago03(FIBITMAP *src, double gamma FI_DEFAULT(2.2), double exposure FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_TmoReinhard05(FIBITMAP *src, double intensity FI_DEFAULT(0), double contrast FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_TmoReinhard05Ex(FIBITMAP *src, double intensity FI_DEFAULT(0), double contrast FI_DEFAULT(0), double adaptation FI_DEFAULT(1), double color_correction FI_DEFAULT(0));

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_TmoFattal02(FIBITMAP *src, double color_saturation FI_DEFAULT(0.5), double attenuation FI_DEFAULT(0.85));

// ZLib interface -----------------------------------------------------------

DLL_API DWORD DLL_CALLCONV FreeImage_ZLibCompress(BYTE *target, DWORD target_size, BYTE *source, DWORD source_size);
DLL_API DWORD DLL_CALLCONV FreeImage_ZLibUncompress(BYTE *target, DWORD target_size, BYTE *source, DWORD source_size);
DLL_API DWORD DLL_CALLCONV FreeImage_ZLibGZip(BYTE *target, DWORD target_size, BYTE *source, DWORD source_size);
DLL_API DWORD DLL_CALLCONV FreeImage_ZLibGUnzip(BYTE *target, DWORD target_size, BYTE *source, DWORD source_size);
DLL_API DWORD DLL_CALLCONV FreeImage_ZLibCRC32(DWORD crc, BYTE *source, DWORD source_size);

// --------------------------------------------------------------------------
// Metadata routines
// --------------------------------------------------------------------------

// tag creation / destruction
DLL_API FITAG *DLL_CALLCONV FreeImage_CreateTag(void);
DLL_API void DLL_CALLCONV FreeImage_DeleteTag(FITAG *tag);
DLL_API FITAG *DLL_CALLCONV FreeImage_CloneTag(FITAG *tag);

// tag getters and setters
DLL_API const char *DLL_CALLCONV FreeImage_GetTagKey(FITAG *tag);
DLL_API const char *DLL_CALLCONV FreeImage_GetTagDescription(FITAG *tag);
DLL_API WORD DLL_CALLCONV FreeImage_GetTagID(FITAG *tag);
DLL_API FREE_IMAGE_MDTYPE DLL_CALLCONV FreeImage_GetTagType(FITAG *tag);
DLL_API DWORD DLL_CALLCONV FreeImage_GetTagCount(FITAG *tag);
DLL_API DWORD DLL_CALLCONV FreeImage_GetTagLength(FITAG *tag);
DLL_API const void *DLL_CALLCONV FreeImage_GetTagValue(FITAG *tag);

DLL_API BOOL DLL_CALLCONV FreeImage_SetTagKey(FITAG *tag, const char *key);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagDescription(FITAG *tag, const char *description);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagID(FITAG *tag, WORD id);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagType(FITAG *tag, FREE_IMAGE_MDTYPE type);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagCount(FITAG *tag, DWORD count);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagLength(FITAG *tag, DWORD length);
DLL_API BOOL DLL_CALLCONV FreeImage_SetTagValue(FITAG *tag, const void *value);

// iterator
DLL_API FIMETADATA *DLL_CALLCONV FreeImage_FindFirstMetadata(FREE_IMAGE_MDMODEL model, FIBITMAP *dib, FITAG **tag);
DLL_API BOOL DLL_CALLCONV FreeImage_FindNextMetadata(FIMETADATA *mdhandle, FITAG **tag);
DLL_API void DLL_CALLCONV FreeImage_FindCloseMetadata(FIMETADATA *mdhandle);

// metadata setter and getter
DLL_API BOOL DLL_CALLCONV FreeImage_SetMetadata(FREE_IMAGE_MDMODEL model, FIBITMAP *dib, const char *key, FITAG *tag);
DLL_API BOOL DLL_CALLCONV FreeImage_GetMetadata(FREE_IMAGE_MDMODEL model, FIBITMAP *dib, const char *key, FITAG **tag);
DLL_API BOOL DLL_CALLCONV FreeImage_SetMetadataKeyValue(FREE_IMAGE_MDMODEL model, FIBITMAP *dib, const char *key, const char *value);

// helpers
DLL_API unsigned DLL_CALLCONV FreeImage_GetMetadataCount(FREE_IMAGE_MDMODEL model, FIBITMAP *dib);
DLL_API BOOL DLL_CALLCONV FreeImage_CloneMetadata(FIBITMAP *dst, FIBITMAP *src);

// tag to C string conversion
DLL_API const char* DLL_CALLCONV FreeImage_TagToString(FREE_IMAGE_MDMODEL model, FITAG *tag, char *Make FI_DEFAULT(NULL));

// --------------------------------------------------------------------------
// JPEG lossless transformation routines
// --------------------------------------------------------------------------

DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransform(const char *src_file, const char *dst_file, FREE_IMAGE_JPEG_OPERATION operation, BOOL perfect FI_DEFAULT(TRUE));
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransformU(const wchar_t *src_file, const wchar_t *dst_file, FREE_IMAGE_JPEG_OPERATION operation, BOOL perfect FI_DEFAULT(TRUE));
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGCrop(const char *src_file, const char *dst_file, int left, int top, int right, int bottom);
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGCropU(const wchar_t *src_file, const wchar_t *dst_file, int left, int top, int right, int bottom);
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransformFromHandle(FreeImageIO* src_io, fi_handle src_handle, FreeImageIO* dst_io, fi_handle dst_handle, FREE_IMAGE_JPEG_OPERATION operation, int* left, int* top, int* right, int* bottom, BOOL perfect FI_DEFAULT(TRUE));
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransformCombined(const char *src_file, const char *dst_file, FREE_IMAGE_JPEG_OPERATION operation, int* left, int* top, int* right, int* bottom, BOOL perfect FI_DEFAULT(TRUE));
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransformCombinedU(const wchar_t *src_file, const wchar_t *dst_file, FREE_IMAGE_JPEG_OPERATION operation, int* left, int* top, int* right, int* bottom, BOOL perfect FI_DEFAULT(TRUE));
DLL_API BOOL DLL_CALLCONV FreeImage_JPEGTransformCombinedFromMemory(FIMEMORY* src_stream, FIMEMORY* dst_stream, FREE_IMAGE_JPEG_OPERATION operation, int* left, int* top, int* right, int* bottom, BOOL perfect FI_DEFAULT(TRUE));


// --------------------------------------------------------------------------
// Image manipulation toolkit
// --------------------------------------------------------------------------

// rotation and flipping
/// @deprecated see FreeImage_Rotate
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_RotateClassic(FIBITMAP *dib, double angle);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Rotate(FIBITMAP *dib, double angle, const void *bkcolor FI_DEFAULT(NULL));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_RotateEx(FIBITMAP *dib, double angle, double x_shift, double y_shift, double x_origin, double y_origin, BOOL use_mask);
DLL_API BOOL DLL_CALLCONV FreeImage_FlipHorizontal(FIBITMAP *dib);
DLL_API BOOL DLL_CALLCONV FreeImage_FlipVertical(FIBITMAP *dib);

// upsampling / downsampling
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Rescale(FIBITMAP *dib, int dst_width, int dst_height, FREE_IMAGE_FILTER filter FI_DEFAULT(FILTER_CATMULLROM));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_MakeThumbnail(FIBITMAP *dib, int max_pixel_size, BOOL convert FI_DEFAULT(TRUE));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_RescaleRect(FIBITMAP *dib, int dst_width, int dst_height, int left, int top, int right, int bottom, FREE_IMAGE_FILTER filter FI_DEFAULT(FILTER_CATMULLROM), unsigned flags FI_DEFAULT(0));

// color manipulation routines (point operations)
DLL_API BOOL DLL_CALLCONV FreeImage_AdjustCurve(FIBITMAP *dib, BYTE *LUT, FREE_IMAGE_COLOR_CHANNEL channel);
DLL_API BOOL DLL_CALLCONV FreeImage_AdjustGamma(FIBITMAP *dib, double gamma);
DLL_API BOOL DLL_CALLCONV FreeImage_AdjustBrightness(FIBITMAP *dib, double percentage);
DLL_API BOOL DLL_CALLCONV FreeImage_AdjustContrast(FIBITMAP *dib, double percentage);
DLL_API BOOL DLL_CALLCONV FreeImage_Invert(FIBITMAP *dib);
DLL_API BOOL DLL_CALLCONV FreeImage_GetHistogram(FIBITMAP *dib, DWORD *histo, FREE_IMAGE_COLOR_CHANNEL channel FI_DEFAULT(FICC_BLACK));
DLL_API int DLL_CALLCONV FreeImage_GetAdjustColorsLookupTable(BYTE *LUT, double brightness, double contrast, double gamma, BOOL invert);
DLL_API BOOL DLL_CALLCONV FreeImage_AdjustColors(FIBITMAP *dib, double brightness, double contrast, double gamma, BOOL invert FI_DEFAULT(FALSE));
DLL_API unsigned DLL_CALLCONV FreeImage_ApplyColorMapping(FIBITMAP *dib, RGBQUAD *srccolors, RGBQUAD *dstcolors, unsigned count, BOOL ignore_alpha, BOOL swap);
DLL_API unsigned DLL_CALLCONV FreeImage_SwapColors(FIBITMAP *dib, RGBQUAD *color_a, RGBQUAD *color_b, BOOL ignore_alpha);
DLL_API unsigned DLL_CALLCONV FreeImage_ApplyPaletteIndexMapping(FIBITMAP *dib, BYTE *srcindices,	BYTE *dstindices, unsigned count, BOOL swap);
DLL_API unsigned DLL_CALLCONV FreeImage_SwapPaletteIndices(FIBITMAP *dib, BYTE *index_a, BYTE *index_b);

// channel processing routines
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_GetChannel(FIBITMAP *dib, FREE_IMAGE_COLOR_CHANNEL channel);
DLL_API BOOL DLL_CALLCONV FreeImage_SetChannel(FIBITMAP *dst, FIBITMAP *src, FREE_IMAGE_COLOR_CHANNEL channel);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_GetComplexChannel(FIBITMAP *src, FREE_IMAGE_COLOR_CHANNEL channel);
DLL_API BOOL DLL_CALLCONV FreeImage_SetComplexChannel(FIBITMAP *dst, FIBITMAP *src, FREE_IMAGE_COLOR_CHANNEL channel);

// copy / paste / composite routines
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Copy(FIBITMAP *dib, int left, int top, int right, int bottom);
DLL_API BOOL DLL_CALLCONV FreeImage_Paste(FIBITMAP *dst, FIBITMAP *src, int left, int top, int alpha);
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_CreateView(FIBITMAP *dib, unsigned left, unsigned top, unsigned right, unsigned bottom);

DLL_API FIBITMAP *DLL_CALLCONV FreeImage_Composite(FIBITMAP *fg, BOOL useFileBkg FI_DEFAULT(FALSE), RGBQUAD *appBkColor FI_DEFAULT(NULL), FIBITMAP *bg FI_DEFAULT(NULL));
DLL_API BOOL DLL_CALLCONV FreeImage_PreMultiplyWithAlpha(FIBITMAP *dib);

// background filling routines
DLL_API BOOL DLL_CALLCONV FreeImage_FillBackground(FIBITMAP *dib, const void *color, int options FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_EnlargeCanvas(FIBITMAP *src, int left, int top, int right, int bottom, const void *color, int options FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_AllocateEx(int width, int height, int bpp, const RGBQUAD *color, int options FI_DEFAULT(0), const RGBQUAD *palette FI_DEFAULT(NULL), unsigned red_mask FI_DEFAULT(0), unsigned green_mask FI_DEFAULT(0), unsigned blue_mask FI_DEFAULT(0));
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_AllocateExT(FREE_IMAGE_TYPE type, int width, int height, int bpp, const void *color, int options FI_DEFAULT(0), const RGBQUAD *palette FI_DEFAULT(NULL), unsigned red_mask FI_DEFAULT(0), unsigned green_mask FI_DEFAULT(0), unsigned blue_mask FI_DEFAULT(0));

// miscellaneous algorithms
DLL_API FIBITMAP *DLL_CALLCONV FreeImage_MultigridPoissonSolver(FIBITMAP *Laplacian, int ncycle FI_DEFAULT(3));

// restore the borland-specific enum size option
#if defined(__BORLANDC__)
#pragma option pop
#endif

#ifdef __cplusplus
}
#endif

#endif // FREEIMAGE_H

mesh.h

#pragma once

#include <vector>
#include <string>
#include "Angel.h"
struct  point3f
{
	float x;
	float y;
	float z;
	point3f()
	{
		x = 0;
		y = 0;
		z = 0;
	};
	point3f(float xx, float yy, float zz)
	{
		x = xx;
		y = yy;
		z = zz;
	};

	float distance(const point3f& p)
	{
		float d = (x - p.x)*(x - p.x);
		d += (y - p.y)*(y - p.y);
		d += (z - p.z)*(z - p.z);

		return sqrt(d);
	};
};

typedef std::vector<float> VertexList;
typedef std::vector<float> NormalList;
typedef std::vector<float> VtList;

typedef std::vector<float> STLVectorf;
typedef std::vector<int> STLVectori;

typedef std::vector<std::pair<int, int> > Edges;
typedef std::vector<unsigned int> FaceList;






class My_Mesh
{
public:
	My_Mesh();
	~My_Mesh();

	void set_texture_file(std::string s);
	std::string get_texture_file();

	const VertexList& get_vertices();
	const NormalList& get_normals();
	const FaceList&   get_faces();
	const STLVectorf&   get_colors();
	const VtList&   get_vts();

	int num_faces();
	int num_vertices();

	const point3f& get_center();
	void get_boundingbox(point3f& min_p, point3f& max_p) const;

	void generate_disk(int num_division = 100);
	void generate_cone(int num_division = 100, float height = 2);


	void generate_cylinder(int num_division = 100, float height = 2);

	void load_obj(std::string obj_File);


	static void normal_to_color(float, float, float, float&, float&, float&);
	void set_translate(float, float, float);
	void get_translate(float& x, float& y, float& z);
private:
	void clear_data();
private:


	VertexList m_vertices_;
	NormalList m_normals_;
	FaceList   m_faces_;
	STLVectorf m_color_list_;
	VtList	m_vt_list_;
	point3f m_center_;
	point3f m_min_box_;
	point3f m_max_box_;
	
public:
	void add_theta_step();
	void set_theta_step(float x, float y, float z);
	void set_theta(float x, float y, float z);

	void get_theta(float& x, float& y, float& z);
	void set_scale(float x, float y, float z);

	void get_scale(float& x, float& y, float& z);

private:
	
	std::string texture_file_name;

	enum { Xaxis = 0, Yaxis = 1, Zaxis = 2, NumAxes = 3 };
	int      Axis = Xaxis;
	GLfloat  Theta[3];
	GLfloat  Theta_step[3];
	GLfloat vTranslation[3];
	GLfloat vscale[3];
	
};


Mesh_Painter.h

#pragma once
#include "mesh.h"
class Mesh_Painter
{
public:
	Mesh_Painter();
	~Mesh_Painter();

	void draw_meshes();
	void draw_robot(int i,vec3 RotateCen);
	void draw_torso();
	void draw_left_upper_arm();
	void draw_right_upper_arm();
	void draw_right_lower_arm();
	void draw_left_lower_arm();
	void draw_right_upper_leg();
	void draw_left_upper_leg();
	void draw_right_lower_leg();
	void draw_left_lower_leg();
	void draw_head();
	void draw_hat();
	void draw_sword();

	void update_vertex_buffer();
	void update_texture();

	void init_shaders(std::string vs, std::string fs);
	void add_mesh(My_Mesh*);
	void clear_mehs();

	void updateMatrix(mat4 view);

	mat4 modelMatrix;//需要修改的物体的矩阵
	mat4 viewMatrix;
	mat4 projMatrix;

	vec3 lightPos;//光源位置
	mat4 RobotTrans;
	//层次建模各个部件的角度
	enum{
		Torso,
		Head,
		Hat,
		RightUpperArm,
		RightLowerArm,
		RightLowerArmZ,
		LeftUpperArm,
		LeftLowerArm,
		LeftLowerArmZ,
		RightUpperLeg,
		RightLowerLeg,
		LeftUpperLeg,
		LeftLowerLeg,
		Sword,
		NumJointAngles,
		Quit
	};

	// Joint angles with initial values
	GLfloat
		theta[NumJointAngles] = {
			0.0,    // Torso
			0.0,    // Head
			0.0,    // Hat
			0.0,    // RightUpperArm
			-30.0,    // RightLowerArm
			0.0,  // RightLowerArmY
			0.0,    // LeftUpperArm
			-30.0,    // LeftLowerArm
			0.0, // LeftLowerArmY
			0.0,  // RightUpperLeg
			20.0,    // RightLowerLeg
			0.0,  // LeftUpperLeg
			20.0,     // LeftLowerLeg
			0.0 //Sword
	};

	bool dirForward;
	bool dirBack;
	bool dirLeft;
	bool dirRight;


private:

	void load_texture_FreeImage(std::string file_name, GLuint& m_texName);

	std::vector<GLuint> textures_all;
	std::vector<GLuint> program_all;
	std::vector<GLuint> vao_all;
	std::vector<GLuint> buffer_all;
	std::vector<GLuint> vPosition_all;
	std::vector<GLuint> vColor_all;
	std::vector<GLuint> vTexCoord_all;
	std::vector<GLuint> vNormal_all;
	std::vector<GLuint>  theta_all;
	std::vector<GLuint>  trans_all;
	   
	std::vector<GLuint>  model_all;
	std::vector<GLuint>  view_all;
	std::vector<GLuint>  proj_all;

	std::vector<My_Mesh*> m_my_meshes_;
};


源文件

InitShder.cpp

#include "Angel.h"

namespace Angel {

// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
{
	FILE *fp;
	fopen_s(&fp, shaderFile, "r");

    if ( fp == NULL ) { return NULL; }

    fseek(fp, 0L, SEEK_END);
    long size = ftell(fp);

    fseek(fp, 0L, SEEK_SET);
    char* buf = new char[size + 1];
	memset(buf, 0, size + 1);
	fread(buf, 1, size, fp);

	//while (buf[size - 1] != '}')size--;
    buf[size] = '\0';
    fclose(fp);

    return buf;
}


// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFile, const char* fShaderFile)
{
    struct Shader {
	const char*  filename;
	GLenum       type;
	GLchar*      source;
    }  shaders[2] = {
	{ vShaderFile, GL_VERTEX_SHADER, NULL },
	{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
    };

    GLuint program = glCreateProgram();
    
    for ( int i = 0; i < 2; ++i ) {
	Shader& s = shaders[i];
	s.source = readShaderSource( s.filename );
	if ( shaders[i].source == NULL ) {
	    std::cerr << "Failed to read " << s.filename << std::endl;
	    exit( EXIT_FAILURE );
	}

	GLuint shader = glCreateShader( s.type );
	glShaderSource( shader, 1, (const GLchar**) &s.source, NULL );
	glCompileShader( shader );

	GLint  compiled;
	glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
	if ( !compiled ) {
	    std::cerr << s.filename << " failed to compile:" << std::endl;
	    GLint  logSize;
	    glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize );
	    char* logMsg = new char[logSize];
	    glGetShaderInfoLog( shader, logSize, NULL, logMsg );
	    std::cerr << logMsg << std::endl;
	    delete [] logMsg;

	    exit( EXIT_FAILURE );
	}

	delete [] s.source;

	glAttachShader( program, shader );
    }

    /* link  and error check */
    glLinkProgram(program);

    GLint  linked;
    glGetProgramiv( program, GL_LINK_STATUS, &linked );
    if ( !linked ) {
	std::cerr << "Shader program failed to link" << std::endl;
	GLint  logSize;
	glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize);
	char* logMsg = new char[logSize];
	glGetProgramInfoLog( program, logSize, NULL, logMsg );
	std::cerr << logMsg << std::endl;
	delete [] logMsg;

	exit( EXIT_FAILURE );
    }

    /* use program object */
    glUseProgram(program);

    return program;
}

}  // Close namespace Angel block

mesh.cpp

#include "mesh.h"
#include<sstream>
#include <fstream>
#include <iosfwd>
#include <algorithm>
#include <gl/GL.h>
#include <math.h>
#include <algorithm>


#pragma comment(lib, "glew32.lib")

My_Mesh::My_Mesh()
{

	vTranslation[0] = Theta[0] = 0;
	vTranslation[1] = Theta[1] = 0;
	vTranslation[2] = Theta[2] = 0;
	Theta[0] = 45;
}


My_Mesh::~My_Mesh()
{
	
}


void My_Mesh::normal_to_color(float nx, float ny, float nz, float& r, float& g, float& b)
{
	r = float(std::min(std::max(0.5 * (nx + 1.0), 0.0), 1.0));
	g = float(std::min(std::max(0.5 * (ny + 1.0), 0.0), 1.0));
	b = float(std::min(std::max(0.5 * (nz + 1.0), 0.0), 1.0));
};

//读取obj的函数
void My_Mesh::load_obj(std::string obj_File)
{
	this->clear_data();
	//实现对含有UV坐标的obj文件的读取
	//打开文件流
	std::ifstream fin(obj_File);
	std::string line;
	if (!fin.is_open())
	{
		std::cout << "文件 " << obj_File << " 打开失败" << std::endl;
		exit(-1);
	}
	std::vector<float> normals;//临时存储法线信息
	std::vector<float> vtlist; //临时存储纹理信息

	//计算各种类型的数据的数量
	int v_num = 0;
	int vt_num = 0;
	int vn_num = 0;
	int f_num = 0;

	//保存vertices三个坐标下的最大值
	float max_x = 0;
	float max_y = 0;
	float max_z = 0;

	//按行读取
	while (std::getline(fin, line))
	{
		std::istringstream sin(line);   //以一行的数据作为 string stream 解析并且读取
		std::string type;
		float x, y, z;
		char slash;
		//读取obj文件
		sin >> type;
		if (type == "v") {
			sin >> x >> y >> z;
			m_vertices_.push_back(x);
			m_vertices_.push_back(y);
			m_vertices_.push_back(z);
			v_num++;

			//更新最大值
			if (max_x < fabs(x))max_x = fabs(x);
			if (max_y < fabs(y))max_y = fabs(y);
			if (max_z < fabs(z))max_z = fabs(z);

		}
		if (type == "vt") {
			sin >> x >> y;
			vtlist.push_back(x);
			vtlist.push_back(y);
			vt_num++;
		}
		if (type == "vn") {
			sin >> x >> y >> z;
			normals.push_back(x);
			normals.push_back(y);
			normals.push_back(z);
			vn_num++;
		}
		if (type == "f") {
			float a, b, c;
			for (int i = 0; i < 3; i++) {
				sin >> x >> slash >> y >> slash >> z;

				//生成三角面片
				m_faces_.push_back(x - 1);

				//纹理坐标
				a = vtlist[2 * (y - 1)];
				b = vtlist[2 * (y - 1) + 1];
				m_vt_list_.push_back(a);
				m_vt_list_.push_back(b);

				//法线由里向外
				a = normals[3 * (z - 1)];
				b = normals[3 * (z - 1) + 1];
				c = normals[3 * (z - 1) + 2];
				m_normals_.push_back(a);
				m_normals_.push_back(b);
				m_normals_.push_back(c);

				//这里采用法线来生成颜色,学生可以自定义自己的颜色生成方式
				float rr;
				float gg;
				float bb;
				My_Mesh::normal_to_color(a, b, c, rr, gg, bb);
				m_color_list_.push_back(rr);
				m_color_list_.push_back(gg);
				m_color_list_.push_back(bb);
			}
			f_num++;
		}

	}

	//设置m_center_、>m_min_box_、>m_max_box_
	this->m_center_ = point3f(0, 0, 0);
	this->m_min_box_ = point3f(-max_x, -max_y, -max_z);
	this->m_max_box_ = point3f(max_x, max_y, max_z);
};

const VtList&  My_Mesh::get_vts()
{
	return this->m_vt_list_;
};
void My_Mesh::clear_data()
{
	m_vertices_.clear();
	m_normals_.clear();
	m_faces_.clear();
	m_color_list_.clear();
	m_vt_list_.clear();
};
void My_Mesh::get_boundingbox(point3f& min_p, point3f& max_p) const
{
	min_p = this->m_min_box_;
	max_p = this->m_max_box_;
};
const STLVectorf&  My_Mesh::get_colors()
{
	return this->m_color_list_;
};
const VertexList& My_Mesh::get_vertices()
{
	return this->m_vertices_;
};
const NormalList& My_Mesh::get_normals()
{
	return this->m_normals_;
};
const FaceList&   My_Mesh::get_faces()
{
	return this->m_faces_;
};

int My_Mesh::num_faces()
{
	return this->m_faces_.size()/3;
};
int My_Mesh::num_vertices()
{
	return this->m_vertices_.size()/3;
};

const point3f& My_Mesh::get_center()
{
	return this->m_center_;
};
void My_Mesh::generate_disk(int num_division)
{
	this->clear_data();
	this->m_center_ = point3f(0, 0, 0);
	this->m_min_box_ = point3f(-1, -1, 0);
	this->m_max_box_ = point3f(1, 1, 0);

	int num_samples = num_division;

	float pi = 3.14159265;
	float step = 1.0 * 360 / num_samples;
	float rr = pi / 180;

	float z = 0;
	for (int i = 0; i < num_samples; i++)
	{
		float r_r_r = i * step * rr;
		float x = cos(r_r_r);
		float y = sin(r_r_r);
		m_vertices_.push_back(x);
		m_vertices_.push_back(y);
		m_vertices_.push_back(z);

		m_normals_.push_back(x);
		m_normals_.push_back(y);
		m_normals_.push_back(0);

		float r;
		float g;
		float b;
		My_Mesh::normal_to_color(x, y, 0, r, g, b);

		m_color_list_.push_back(r);
		m_color_list_.push_back(g);
		m_color_list_.push_back(b);
	}


	m_vertices_.push_back(0);
	m_vertices_.push_back(0);
	m_vertices_.push_back(0);

	m_normals_.push_back(0);
	m_normals_.push_back(0);
	m_normals_.push_back(1);

	float r;
	float g;
	float b;
	My_Mesh::normal_to_color(0, 0, 1, r, g, b);
	m_color_list_.push_back(r);
	m_color_list_.push_back(g);
	m_color_list_.push_back(b);



	for (int i = 0; i < (num_samples); i++)
	{
		m_faces_.push_back(num_samples);
		m_faces_.push_back((i) % (num_samples));
		m_faces_.push_back((i + 1) % (num_samples));

		m_vt_list_.push_back(0.5);
		m_vt_list_.push_back(0.5);

		float r_r_r = (i)* step * rr;
		float x = cos(r_r_r);
		float y = sin(r_r_r);

		m_vt_list_.push_back((x + 1) / 2);
		m_vt_list_.push_back((y + 1) / 2);


		r_r_r = (i + 1) % num_samples * step * rr;
		x = cos(r_r_r);
		y = sin(r_r_r);

		m_vt_list_.push_back((x + 1) / 2);
		m_vt_list_.push_back((1 + y) / 2);
	}
};
void My_Mesh::generate_cone(int num_division, float height)
{
	//请在此添加代码生成圆锥体

	this->clear_data();
	this->m_center_ = point3f(0, 0, height / 2);
	this->m_min_box_ = point3f(-1, -1, 0);
	this->m_max_box_ = point3f(1, 1, height);

	int num_samples = num_division;

	float pi = 3.14159265;
	float step = 1.0 * 360 / num_samples;
	float rr = pi / 180;

	float z = 0;
	for (int i = 0; i < num_samples; i++)
	{
		float r_r_r = i * step * rr;
		float x = cos(r_r_r);
		float y = sin(r_r_r);
		m_vertices_.push_back(x);
		m_vertices_.push_back(y);
		m_vertices_.push_back(z);

		m_normals_.push_back(x);
		m_normals_.push_back(y);
		m_normals_.push_back(0);

		float r;
		float g;
		float b;
		My_Mesh::normal_to_color(x, y, 0, r, g, b);
		m_color_list_.push_back(r);
		m_color_list_.push_back(g);
		m_color_list_.push_back(b);
	}

	m_vertices_.push_back(0);
	m_vertices_.push_back(0);
	m_vertices_.push_back(height);

	m_normals_.push_back(0);
	m_normals_.push_back(0);
	m_normals_.push_back(1);

	float r;
	float g;
	float b;
	My_Mesh::normal_to_color(0, 0, 1, r, g, b);
	m_color_list_.push_back(r);
	m_color_list_.push_back(g);
	m_color_list_.push_back(b);


	for (int i = 0; i < (num_samples); i++)
	{
		m_faces_.push_back(num_samples);
		m_faces_.push_back(i);
		m_faces_.push_back((i + 1) % (num_samples));

		m_vt_list_.push_back(0.5);
		m_vt_list_.push_back(1);

		m_vt_list_.push_back(1.0 * (i) / num_samples);
		m_vt_list_.push_back(0);

		m_vt_list_.push_back(1.0 * (i + 1) / num_samples);
		m_vt_list_.push_back(0);

		
	}
};

void My_Mesh::generate_cylinder(int num_division, float height)
{
	this->clear_data();
	this->m_center_ = point3f(0, 0, 0);
	this->m_min_box_ = point3f(-1, -1, -height);
	this->m_max_box_ = point3f(1, 1, height);

	int num_samples = num_division;
	float z = -height;
	float pi = 3.14159265;
	float step = 1.0 * 360 / num_samples;
	float rr = pi / 180;
	//圆柱体Z轴向上,按cos和sin生成x,y坐标
	for (int i = 0; i < num_samples; i++)
	{
		float r_r_r = i * step * rr;
		float x = cos(r_r_r);
		float y = sin(r_r_r);
		m_vertices_.push_back(x);
		m_vertices_.push_back(y);
		m_vertices_.push_back(z);
		
		m_normals_.push_back(x);
		m_normals_.push_back(y);
		m_normals_.push_back(0);
		//法线由里向外
		float r;
		float g;
		float b;
		My_Mesh::normal_to_color(x, y, z, r, g, b);
		//这里采用法线来生成颜色,学生可以自定义自己的颜色生成方式
		m_color_list_.push_back(r);
		m_color_list_.push_back(g);
		m_color_list_.push_back(b);
	}

	z = height;
	//圆柱体Z轴向上,按cos和sin生成x,y坐标,
	for (int i = 0; i < num_samples; i++)
	{
		float r_r_r = i * step * rr;
		float x = cos(r_r_r);
		float y = sin(r_r_r);
		m_vertices_.push_back(x);
		m_vertices_.push_back(y);
		m_vertices_.push_back(z);

		m_normals_.push_back(x);
		m_normals_.push_back(y);
		m_normals_.push_back(0);
		//法线由里向外
		float r;
		float g;
		float b;
		My_Mesh::normal_to_color(x, y, z, r, g, b);
		//这里采用法线来生成颜色,学生可以自定义自己的颜色生成方式
		m_color_list_.push_back(r);
		m_color_list_.push_back(g);
		m_color_list_.push_back(b);

	}
	//生成三角面片
	for (int i = 0; i < num_samples; i++)
	{
		m_faces_.push_back(i);
		m_faces_.push_back((i + 1) % num_samples);
		m_faces_.push_back((i) +num_samples);

		m_faces_.push_back((i ) +num_samples);
		m_faces_.push_back((i + 1) % num_samples);
		m_faces_.push_back((i + 1) % (num_samples)+num_samples);
		//生成三角面片

		m_vt_list_.push_back(1.0 * i / num_samples);
		m_vt_list_.push_back(0.0);
		//纹理坐标
		m_vt_list_.push_back(1.0 * ((i + 1)) / num_samples);
		m_vt_list_.push_back(0.0);
		//纹理坐标
		m_vt_list_.push_back(1.0 * i / num_samples);
		m_vt_list_.push_back(1.0);
		//纹理坐标

		m_vt_list_.push_back(1.0 * i / num_samples);
		m_vt_list_.push_back(1.0);
		//纹理坐标
		m_vt_list_.push_back(1.0 * ((i + 1)) / num_samples);
		m_vt_list_.push_back(0.0);
		//纹理坐标
		m_vt_list_.push_back(1.0 * ((i + 1)) / num_samples);
		m_vt_list_.push_back(1.0);
		//纹理坐标
	}

};


void My_Mesh::set_texture_file(std::string s)
{
	this->texture_file_name = s;
};
std::string My_Mesh::get_texture_file()
{
	return this->texture_file_name;
};

void My_Mesh::set_translate(float x, float y, float z)
{
	vTranslation[0] = x;
	vTranslation[1] = y;
	vTranslation[2] = z;

};
void My_Mesh::get_translate(float& x, float& y, float& z)
{
	x = vTranslation[0];
	y = vTranslation[1];
	z = vTranslation[2];
};

void My_Mesh::set_theta(float x, float y, float z)
{
	Theta[0] = x;
	Theta[1] = y;
	Theta[2] = z;
};
void My_Mesh::get_theta(float& x, float& y, float& z)
{
	x = Theta[0];
	y = Theta[1];
	z = Theta[2];
};

void My_Mesh::set_scale(float x, float y, float z)
{
	vscale[0] = x;
	vscale[1] = y;
	vscale[2] = z;

};
void My_Mesh::get_scale(float& x, float& y, float& z)
{
	x = vscale[0];
	y = vscale[1];
	z = vscale[2];
};

void My_Mesh::set_theta_step(float x, float y, float z)
{
	Theta_step[0] = x;
	Theta_step[1] = y;
	Theta_step[2] = z;
};

void My_Mesh::add_theta_step()
{
	Theta[0] = Theta[0] + Theta_step[0];
	Theta[1] = Theta[1] + Theta_step[1];
	Theta[2] = Theta[2] + Theta_step[2];
};

Mesh_Painter.cpp

#include "Mesh_Painter.h"
#include "FreeImage.h"
#include <assert.h>
Mesh_Painter::Mesh_Painter()
{
}

Mesh_Painter::~Mesh_Painter()
{
}

	class MatrixStack {
		int    _index;
		int    _size;
		mat4*  _matrices;

	public:
		MatrixStack(int numMatrices = 100) :_index(0), _size(numMatrices)
		{
			_matrices = new mat4[numMatrices];
		}

		~MatrixStack()
		{
			delete[]_matrices;
		}

		void push(const mat4& m) {
			assert(_index + 1 < _size);
			_matrices[_index++] = m;

		}

		mat4& pop(void) {
			assert(_index - 1 >= 0);
			_index--;
			return _matrices[_index];
		}
	};

mat4 RobotMat;
MatrixStack  mvstack;
//这个函数专门用来绘制机器人的部件,第一个参数是要绘制的物体的下标,第二个参数是旋转中心
void Mesh_Painter::draw_robot(int i, vec3 RotateCen) {
	
	glUseProgram(this->program_all[i]);//指定使用渲染器,不同的模型可以指定不同的渲染器,这里我们使用的渲染器来自相同的文件,学生可以根据自己的爱好对不同的模型设定不同的渲染器
	glBindVertexArray(this->vao_all[i]);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, this->textures_all[i]);//该语句必须,否则将只使用同一个纹理进行绘制

	float x, y, z;
	this->m_my_meshes_[i]->get_theta(x, y, z);
	GLfloat  Theta[3] = { x, y, z };
	this->m_my_meshes_[i]->add_theta_step();

	this->m_my_meshes_[i]->get_translate(x, y, z);
	GLfloat  vTranslation[3] = { x, y, z };

	this->m_my_meshes_[i]->get_scale(x, y, z);
	GLfloat  vScale[3] = { x, y, z };

	GLuint lightPosID = glGetUniformLocation(this->program_all[i], "lightPos");
	glUniform3fv(lightPosID, 1, &lightPos[0]);


	GLuint drawShadowID = glGetUniformLocation(program_all[i], "drawShadow");
	glUniform1i(drawShadowID, 0);
	mat4 model = Translate(vTranslation[0], vTranslation[1], vTranslation[2]);
	model *= RobotMat;
	//model *= RotateY(180);
	model *= RotateX(Theta[0]);
	model *= Translate(RotateCen.x, 0, 0)*RotateY(Theta[1])*Translate(-RotateCen.x, 0, 0);
	model *= Translate(0, 0, RotateCen.z)*RotateZ(Theta[2])*Translate(0, 0, -RotateCen.z);
	model *= Scale(vScale[0], vScale[1], vScale[2]);
	
	//model *= RobotMat;
	GLuint mlocation = glGetUniformLocation(this->program_all[i], "modelMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(mlocation, 1, GL_TRUE, &model[0][0]);
	GLuint vlocation = glGetUniformLocation(this->program_all[i], "viewMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(vlocation, 1, GL_TRUE, &viewMatrix[0][0]);
	GLuint plocation = glGetUniformLocation(this->program_all[i], "projMatrix");    // 名为model的uniform变量的位置索引
	glUniformMatrix4fv(plocation, 1, GL_TRUE, &projMatrix[0][0]);


	glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);

	绘制阴影

	float lx = lightPos[0];
	float ly = lightPos[1];
	float lz = lightPos[2];

	// 计算阴影投影矩阵
	mat4 shadowProjMatrix(-ly, 0.0, 0.0, 0.0,
		lx, 0.0, lz, 1.0,
		0.0, 0.0, -ly, 0.0,
		0.0, 0.0, 0.0, -ly);

	shadowProjMatrix = shadowProjMatrix * model;

	glUniform1i(drawShadowID, 1);
	glUniformMatrix4fv(mlocation, 1, GL_TRUE, &shadowProjMatrix[0][0]);

	glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);



	glUseProgram(0);
}
void Mesh_Painter::draw_torso() {
	draw_robot(0,vec3(0,0,0));
}
void Mesh_Painter::draw_left_upper_arm() {
	draw_robot(1, vec3(0.395, 0, 0));
	//draw_robot(1, vec3(0, 0, 0));
}
void Mesh_Painter::draw_right_upper_arm() {
	draw_robot(2, vec3(-0.395, 0, 0));
	//draw_robot(2, vec3(0, 0, 0));

}
void Mesh_Painter::draw_right_lower_arm() {
	draw_robot(3, vec3(-0.345, 0, 0));
	//draw_robot(3, vec3(0, 0, 0));

}
void Mesh_Painter::draw_left_lower_arm() {
	draw_robot(4, vec3(0.345, 0, 0));
	//draw_robot(4, vec3(0, 0, 0));

}
void Mesh_Painter::draw_right_upper_leg() {
	draw_robot(5, vec3(-0.2, 0, 0));
	//draw_robot(5, vec3(0, 0, 0));
}
void Mesh_Painter::draw_left_upper_leg() {
	draw_robot(6, vec3(0.2, 0, 0));
	//draw_robot(6, vec3(0, 0, 0));

}
void Mesh_Painter::draw_right_lower_leg() {
	draw_robot(7, vec3(-0.17, 0, 0));
	//draw_robot(7, vec3(0, 0, 0));
}
void Mesh_Painter::draw_left_lower_leg() {
	draw_robot(8, vec3(0.17, 0, 0));
	//draw_robot(8, vec3(0, 0, 0));
}
void Mesh_Painter::draw_head() {
	draw_robot(9, vec3(0, 0, 0));
}
void Mesh_Painter::draw_hat() {
	draw_robot(10, vec3(0, 0, 0));
}
void Mesh_Painter::draw_sword() {
	draw_robot(11, vec3(0, 0, 0));
}


void Mesh_Painter::draw_meshes()
{

	//以下为层次建模来调用各个部位的函数并且绘制
	RobotMat = RobotTrans;

/

	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	draw_torso();
	RobotMat = mvstack.pop();//恢复父节点矩阵

/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat*=RotateY(theta[Torso]);
	//由于采用绘制软件来生成obj模型,导致物体的旋转中心并不太一致,只能手动微调旋转中心
	RobotMat *= Translate(0, 0.8, 0)*RotateX(theta[LeftUpperArm])*Translate(0,-0.8,0);
	draw_left_upper_arm();
	RobotMat = mvstack.pop();//恢复父节点矩阵
/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= Translate(-0.065, 0, 0)*RotateY(theta[Torso])*Translate(0.065, 0, 0);
	RobotMat *= Translate(0, 0.7, 0)*RotateX(theta[LeftUpperArm])*Translate(0, -0.7, 0);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[LeftLowerArm])*Translate(0, -0.5, 0);
	RobotMat *= Translate(0.3, 0.5, 0)*RotateZ(theta[LeftLowerArmZ])*Translate(-0.3, -0.5, 0);

	draw_left_lower_arm();
	RobotMat = mvstack.pop();//恢复父节点矩阵




/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	RobotMat *= Translate(0, 0.8, 0)*RotateX(theta[RightUpperArm])*Translate(0, -0.8, 0);
	draw_right_upper_arm();
	RobotMat = mvstack.pop();//恢复父节点矩阵


/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= Translate(0.065,0,0)*RotateY(theta[Torso])*Translate(-0.065,0,0);
	RobotMat *= Translate(0, 0.7, 0)*RotateX(theta[RightUpperArm])*Translate(0, -0.7, 0);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[RightLowerArm])*Translate(0, -0.5, 0);
	RobotMat *= Translate(-0.3, 0.5, 0)*RotateZ(theta[RightLowerArmZ])*Translate(0.3, -0.5, 0);

	draw_right_lower_arm();
	RobotMat = mvstack.pop();//恢复父节点矩阵

	
/

	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[RightUpperLeg])*Translate(0, -0.5, 0);
	draw_right_upper_leg();
	RobotMat = mvstack.pop();//恢复父节点矩阵
/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= Translate(0.05, 0, 0)*RotateY(theta[Torso])*Translate(-0.05, 0, 0);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[RightUpperLeg])*Translate(0, -0.5, 0);
	RobotMat *= Translate(0, 0.2, 0)*RotateX(theta[RightLowerLeg])*Translate(0, -0.2, 0);

	draw_right_lower_leg();
	RobotMat = mvstack.pop();//恢复父节点矩阵

/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[LeftUpperLeg])*Translate(0, -0.5, 0);
	draw_left_upper_leg();
	RobotMat = mvstack.pop();//恢复父节点矩阵

/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= Translate(-0.05, 0, 0)*RotateY(theta[Torso])*Translate(0.05, 0, 0);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[LeftUpperLeg])*Translate(0, -0.5, 0);
	RobotMat *= Translate(0, 0.2, 0)*RotateX(theta[LeftLowerLeg])*Translate(0, -0.2, 0);
	draw_left_lower_leg();
	RobotMat = mvstack.pop();//恢复父节点矩阵
/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	draw_head();
	RobotMat = mvstack.pop();//恢复父节点矩阵
/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= RotateY(theta[Torso]);
	draw_hat();
	RobotMat = mvstack.pop();//恢复父节点矩阵
/
	mvstack.push(RobotMat);//保存父节点矩阵
	RobotMat *= Translate(0.125, 0, 0)*RotateY(theta[Torso])*Translate(-0.125, 0, 0);
	RobotMat *= Translate(0, 0.7, 0)*RotateX(theta[RightUpperArm])*Translate(0, -0.7, 0);
	RobotMat *= Translate(0, 0.5, 0)*RotateX(theta[RightLowerArm])*Translate(0, -0.5, 0);
	RobotMat *= Translate(0, 0, 0)*RotateZ(theta[LeftLowerArmZ])*Translate(0, 0, 0);
	RobotMat *= Translate(-0.2, 0, 0)*RotateY(theta[Sword])*Translate(0.2, 0, 0);

	draw_sword();
	RobotMat = mvstack.pop();//恢复父节点矩阵


	//层次建模绘制完毕后,开始对其他物体进行绘制
	for (unsigned int i = 12; i < this->m_my_meshes_.size(); i++)
	{
		//if (i == 6)continue;
		glUseProgram(this->program_all[i]);//指定使用渲染器,不同的模型可以指定不同的渲染器,这里我们使用的渲染器来自相同的文件,学生可以根据自己的爱好对不同的模型设定不同的渲染器
		glBindVertexArray(this->vao_all[i]);

 		glActiveTexture(GL_TEXTURE0);
 		glBindTexture(GL_TEXTURE_2D, this->textures_all[i]);//该语句必须,否则将只使用同一个纹理进行绘制
		
		float x, y, z;
		this->m_my_meshes_[i]->get_theta(x, y, z);
		GLfloat  Theta[3] = {x, y, z};
		this->m_my_meshes_[i]->add_theta_step();

		this->m_my_meshes_[i]->get_translate(x, y, z);
		GLfloat  vTranslation[3] = { x, y, z };

		this->m_my_meshes_[i]->get_scale(x, y, z);
		GLfloat  vScale[3] = { x, y, z };

		GLuint lightPosID = glGetUniformLocation(this->program_all[i], "lightPos");
		glUniform3fv(lightPosID, 1, &lightPos[0]);


		GLuint drawShadowID = glGetUniformLocation(program_all[i], "drawShadow");
		glUniform1i(drawShadowID, 0);
		mat4 model = Translate(vTranslation[0], vTranslation[1], vTranslation[2]);
		model *= RotateX(Theta[0]);
		model *= RotateY(Theta[1]);
		if (i != 21) {
			model *= RotateZ(Theta[2]);//21是风车,风车自旋的旋转中心需要稍作调整
		}
		else model *= Translate(-0.2, 2.95, 0)*RotateZ(Theta[2])*Translate(0.2, -2.95, 0);
		model *= Scale(vScale[0], vScale[1], vScale[2]);

		GLuint mlocation = glGetUniformLocation(this->program_all[i], "modelMatrix");
		glUniformMatrix4fv(mlocation, 1, GL_TRUE, &model[0][0]);
		GLuint vlocation = glGetUniformLocation(this->program_all[i], "viewMatrix"); 
		glUniformMatrix4fv(vlocation, 1, GL_TRUE, &viewMatrix[0][0]);
		GLuint plocation = glGetUniformLocation(this->program_all[i], "projMatrix"); 
		glUniformMatrix4fv(plocation, 1, GL_TRUE, &projMatrix[0][0]);

		glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);
		
		if (i==17||i==22||i==23) {
			//某些物体我们并不需要绘制其阴影,例如地面和太阳,所以我们在此作出区分
			continue;
		}
		绘制阴影

		float lx = lightPos[0];
		float ly = lightPos[1];
		float lz = lightPos[2];

		// 计算阴影投影矩阵
		mat4 shadowProjMatrix(-ly, 0.0, 0.0, 0.0,
			lx, 0.0, lz, 1.0,
			0.0, 0.0, -ly, 0.0,
			0.0, 0.0, 0.0, -ly);

		shadowProjMatrix = shadowProjMatrix  * model;

		glUniform1i(drawShadowID, 1);
		glUniformMatrix4fv(mlocation, 1, GL_TRUE, &shadowProjMatrix[0][0]);

		glDrawArrays(GL_TRIANGLES, 0, this->m_my_meshes_[i]->num_faces() * 3);
		
		
		
		glUseProgram(0);
	}


};


void Mesh_Painter::update_texture()
{
	this->textures_all.clear();

	for (unsigned int i = 0; i < this->m_my_meshes_.size(); i++)
	{
		GLuint textures;

		glGenTextures(1, &textures);
		//调用FreeImage生成纹理
		load_texture_FreeImage(this->m_my_meshes_[i]->get_texture_file(), textures);

		//指定最大最小过滤方法,此两行代码必须添加,否则将无法显示纹理
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

		//将生成的纹理传给shader
		glBindTexture(GL_TEXTURE_2D, textures);
		glUniform1i(glGetUniformLocation(this->program_all[i], "texture"), 0);
		this->textures_all.push_back(textures);
	}


};


void Mesh_Painter::load_texture_FreeImage(std::string file_name, GLuint& m_texName)
{
	//1 获取图片格式
	FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(file_name.c_str(), 0);

	//2 加载图片
	FIBITMAP *dib = FreeImage_Load(fifmt, file_name.c_str(), 0);

	//3 转化为rgb 24色;
	dib = FreeImage_ConvertTo24Bits(dib);

	//4 获取数据指针
	BYTE *pixels = (BYTE*)FreeImage_GetBits(dib);

	int width = FreeImage_GetWidth(dib);
	int height = FreeImage_GetHeight(dib);

	/**
	* 产生一个纹理Id,可以认为是纹理句柄,后面的操作将书用这个纹理id
	*/

	/**
	* 使用这个纹理id,或者叫绑定(关联)
	*/
	glBindTexture(GL_TEXTURE_2D, m_texName);
	/**
	* 指定纹理的放大,缩小滤波,使用线性方式,即当图片放大的时候插值方式
	*/
	/**
	* 将图片的rgb数据上传给opengl.
	*/
	glTexImage2D(
		GL_TEXTURE_2D, //! 指定是二维图片
		0, //! 指定为第一级别,纹理可以做mipmap,即lod,离近的就采用级别大的,远则使用较小的纹理
		GL_RGB, //! 纹理的使用的存储格式
		width, //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
		height, //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
		0, //! 是否的边
		GL_BGR_EXT, //! 数据的格式,bmp中,windows,操作系统中存储的数据是bgr格式
		GL_UNSIGNED_BYTE, //! 数据是8bit数据
		pixels
		);
	/**
	* 释放内存
	*/
	FreeImage_Unload(dib);
};



void Mesh_Painter::update_vertex_buffer()
{


	this->vao_all.clear();
	this->buffer_all.clear();
	this->vPosition_all.clear();
	this->vColor_all.clear();
	this->vTexCoord_all.clear();
	this->vNormal_all.clear();

	for (unsigned int m_i = 0; m_i < this->m_my_meshes_.size(); m_i++)
	{
		int num_face = this->m_my_meshes_[m_i]->num_faces();
		int num_vertex = this->m_my_meshes_[m_i]->num_vertices();

		const VertexList& vertex_list = this->m_my_meshes_[m_i]->get_vertices();
		const NormalList& normal_list = this->m_my_meshes_[m_i]->get_normals();
		const FaceList&  face_list = this->m_my_meshes_[m_i]->get_faces();
		const STLVectorf& color_list = this->m_my_meshes_[m_i]->get_colors();
		const VtList& vt_list = this->m_my_meshes_[m_i]->get_vts();


		// Create a vertex array object
		GLuint vao;
		glGenVertexArrays(1, &vao);
		glBindVertexArray(vao);


		GLuint buffer;
		glGenBuffers(1, &buffer);
		glBindBuffer(GL_ARRAY_BUFFER, buffer);
		glBufferData(GL_ARRAY_BUFFER,
			sizeof(vec3)*num_face * 3
			+ sizeof(vec3)*num_face * 3
			+ sizeof(vec3)*num_face * 3
			+ sizeof(vec2)*num_face * 3
			,
			NULL, GL_STATIC_DRAW)
			;
		//获得足够的空间存储坐标,颜色,法线以及纹理坐标等等
		// Specify an offset to keep track of where we're placing data in our
		//   vertex array buffer.  We'll use the same technique when we
		//   associate the offsets with vertex attribute pointers.

		vec3* points = new vec3[num_face * 3];
		point3f  p_center_ = this->m_my_meshes_[m_i]->get_center();
		point3f p_min_box_, p_max_box_;
		this->m_my_meshes_[m_i]->get_boundingbox(p_min_box_, p_max_box_);
		float d = p_min_box_.distance(p_max_box_);

		for (int i = 0; i < num_face; i++)
		{
			int index = face_list[3 * i];
			points[3 * i] = vec3(
				(vertex_list[index * 3 + 0] - p_center_.x) / (1.5 * d),
				(vertex_list[index * 3 + 1] - p_center_.y) / (1.5 * d),
				(vertex_list[index * 3 + 2] - p_center_.z) / (1.5 * d)
				);

			index = face_list[3 * i + 1];
			points[3 * i + 1] = vec3(
				(vertex_list[index * 3 + 0] - p_center_.x) / (1.5 * d),
				(vertex_list[index * 3 + 1] - p_center_.y) / (1.5 * d),
				(vertex_list[index * 3 + 2] - p_center_.z) / (1.5 * d)
				);

			index = face_list[3 * i + 2];
			points[3 * i + 2] = vec3(
				(vertex_list[index * 3 + 0] - p_center_.x) / (1.5 * d),
				(vertex_list[index * 3 + 1] - p_center_.y) / (1.5 * d),
				(vertex_list[index * 3 + 2] - p_center_.z) / (1.5 * d)
				);

		}
		GLintptr offset = 0;
		glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(vec3)*num_face * 3, points);
		//顶点坐标传给shader
		offset += sizeof(vec3)*num_face * 3;
		delete[] points;
		/************************************************************************/
		/*                                                                      */
		/************************************************************************/
		points = new vec3[num_face * 3];
		for (int i = 0; i < num_face; i++)
		{
			int index = face_list[3 * i];
			points[3 * i] = vec3(
				(normal_list[index * 3 + 0]),
				(normal_list[index * 3 + 1]),
				(normal_list[index * 3 + 2])
				);

			index = face_list[3 * i + 1];
			points[3 * i + 1] = vec3(
				(normal_list[index * 3 + 0]),
				(normal_list[index * 3 + 1]),
				(normal_list[index * 3 + 2])
				);

			index = face_list[3 * i + 2];
			points[3 * i + 2] = vec3(
				(normal_list[index * 3 + 0]),
				(normal_list[index * 3 + 1]),
				(normal_list[index * 3 + 2])
				);
		}
		glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(vec3) * num_face * 3, points);
		offset += sizeof(vec3) * num_face * 3;
		delete[] points;
		//法线传给shader

		/************************************************************************/
		/*                                                                      */
		/************************************************************************/
		points = new vec3[num_face * 3];
		for (int i = 0; i < num_face; i++)
		{
			int index = face_list[3 * i];
			points[3 * i] = vec3(
				(color_list[index * 3 + 0]),
				(color_list[index * 3 + 1]),
				(color_list[index * 3 + 2])
				);

			index = face_list[3 * i + 1];
			points[3 * i + 1] = vec3(
				(color_list[index * 3 + 0]),
				(color_list[index * 3 + 1]),
				(color_list[index * 3 + 2])
				);

			index = face_list[3 * i + 2];
			points[3 * i + 2] = vec3(
				(color_list[index * 3 + 0]),
				(color_list[index * 3 + 1]),
				(color_list[index * 3 + 2])
				);
		}
		glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(vec3) * num_face * 3, points);
		//颜色传给shader
		offset += sizeof(vec3) * num_face * 3;
		delete[] points;
		

		/************************************************************************/
		/*                                                                      */
		/************************************************************************/
		vec2* points_2 = new vec2[num_face * 3];
		for (int i = 0; i < num_face; i++)
		{
			points_2[i * 3] = vec2(vt_list[i * 6 + 0], vt_list[i * 6 + 1]);
			points_2[i * 3 + 1] = vec2(vt_list[i * 6 + 2], vt_list[i * 6 + 3]);
			points_2[i * 3 + 2] = vec2(vt_list[i * 6 + 4], vt_list[i * 6 + 5]);
		}
		glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(vec2) * num_face * 3, points_2);
		offset += sizeof(vec2) * num_face * 3;
		delete points_2;
		//纹理坐标传给shader
		/************************************************************************/
		/*                                                                      */
		/************************************************************************/

		// Load shaders and use the resulting shader program


		// set up vertex arrays
		offset = 0;
		GLuint vPosition;
		vPosition = glGetAttribLocation(this->program_all[m_i], "vPosition");
		glEnableVertexAttribArray(vPosition);
		glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(offset));
		offset += sizeof(vec3) * num_face * 3;
		//指定vPosition在shader中使用时的位置

		GLuint vNormal;
		vNormal = glGetAttribLocation(this->program_all[m_i], "vNormal");
		glEnableVertexAttribArray(vNormal);
		glVertexAttribPointer(vNormal, 3, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(offset));
		offset += sizeof(vec3) * num_face * 3;
		//指定vNormal在shader中使用时的位置

		GLuint vColor;
		vColor = glGetAttribLocation(this->program_all[m_i], "vColor");
		glEnableVertexAttribArray(vColor);
		glVertexAttribPointer(vColor, 3, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(offset));
		offset += sizeof(vec3) * num_face * 3;
		//指定vColor在shader中使用时的位置

		GLuint vTexCoord;
		vTexCoord = glGetAttribLocation(this->program_all[m_i], "vTexCoord");
		glEnableVertexAttribArray(vTexCoord);
		glVertexAttribPointer(vTexCoord, 2, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(offset));
		//指定vTexCoord在shader中使用时的位置

		/************************************************************************/
		/*                                                                      */
		/************************************************************************/

		this->vao_all.push_back(vao);
		this->buffer_all.push_back(buffer);
		this->vPosition_all.push_back(vPosition);
		this->vColor_all.push_back(vColor);
		this->vTexCoord_all.push_back(vTexCoord);
		this->vNormal_all.push_back(vNormal);
	}
};

void Mesh_Painter::updateMatrix(mat4 view) {
	viewMatrix = view;
	std::cout << "update view" << std::endl;
	viewMatrix.display();
}


void Mesh_Painter::init_shaders(std::string vs, std::string fs)
{
	this->program_all.clear();
	this->theta_all.clear();
	this->trans_all.clear();
	for (unsigned int i = 0; i < this->m_my_meshes_.size(); i++)
	{
		GLuint program = InitShader(vs.c_str(), fs.c_str());
		//指定使用的渲染器,不同的模型可以指定不同的渲染器,这里我们使用的渲染器来自相同的文件,学生可以根据自己的爱好对不同的模型设定不同的渲染器
		this->program_all.push_back(program);

		GLuint 	theta = glGetUniformLocation(program, "theta");
		GLuint  trans = glGetUniformLocation(program, "translation");

		theta_all.push_back(theta);
		trans_all.push_back(trans);
	}

};
void Mesh_Painter::add_mesh(My_Mesh* m)
{
	this->m_my_meshes_.push_back(m);
};
void Mesh_Painter::clear_mehs()
{
	this->m_my_meshes_.clear();

	this->textures_all.clear();
	this->program_all.clear();
	this->vao_all.clear();
	this->buffer_all.clear();
	this->vPosition_all.clear();
	this->vColor_all.clear();
	this->vTexCoord_all.clear();
	this->vNormal_all.clear();
};

Texture_Mapping.cpp

// rotating cube with two texture objects
// change textures with 1 and 2 keys

#include "Angel.h"
#include "mesh.h"
#include "FreeImage.h"
#include "Mesh_Painter.h"



#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "FreeImage.lib")

typedef Angel::vec4 point4;
typedef Angel::vec4 color4;
//躯干各个部位,这里是theta的下标,我们将其用英文取代数字来标识
enum {
	Torso,
	Head,
	Hat,
	RightUpperArm,
	RightLowerArm,
	RightLowerArmZ,
	LeftUpperArm,
	LeftLowerArm,
	LeftLowerArmZ,
	RightUpperLeg,
	RightLowerLeg,
	LeftUpperLeg,
	LeftLowerLeg,
	Sword,
	NumJointAngles,
	Quit
};


int windowWidth = 800;  // 窗口宽
int windowHeight = 800;	

float pitch = 9.6f;
float roll = 0.0f;
float yaw = 158.4f;

vec3 lightPos(0, 15.0, 15.0);



std::vector<My_Mesh*> my_meshs;
Mesh_Painter*			mp_;
// Texture objects and storage for texture image

vec3 cameraPosition(-4.4, 2.13, -6.40);
vec3 cameraDirection(0.427,0.036, 0.90);    // 相机视线方向
vec3 cameraUp(0.0, 1.0, 0.0);

vec3 RobotPos(0, 0, 0);

// Vertex data arrays

// Array of rotation angles (in degrees) for each coordinate axis


//----------------------------------------------------------------------------
//----------------------------------------------------------------------------

//弧度转角度
float radians(double degree) {
	float PI = 3.1415926;
	return PI / 180 * degree;
}

void
init()
{
	glEnable(GL_DEPTH_TEST);
    glEnable( GL_DEPTH_TEST );
	glEnable(GL_LIGHTING);
    glClearColor( 0.596, 0.96, 1.0, 1.0 );
}




void
display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	cameraDirection.x = cos(radians(pitch)) * sin(radians(yaw));
	cameraDirection.y = sin(radians(pitch));
	cameraDirection.z = -cos(radians(pitch)) * cos(radians(yaw)); // 相机看向z轴负方向

	mp_->theta[0] = -yaw+180;
	//这条语句可以用来使得角色朝向相机正对的方向

	mat4 modelMatrix = mat4(1.0);
	mat4 viewMatrix = LookAt(vec4(cameraPosition, 1.0), vec4(cameraPosition, 1.0) + vec4(cameraDirection, 0.0), vec4(cameraUp, 1.0));//调用lookat函数来构造view矩阵
	mat4 projMatrix = Perspective(45.0, 1.0, 1, 100.0);
	mp_->modelMatrix = modelMatrix;//修改传入mp的矩阵
	mp_->viewMatrix = viewMatrix;
	mp_->projMatrix = projMatrix;

	mp_->draw_meshes();
	glutSwapBuffers();
};


//----------------------------------------------------------------------------



//----------------------------------------------------------------------------
void
idle(void)
{
	glutPostRedisplay();
}

//----------------------------------------------------------------------------

//相机视角改变所需要的函数
float clamp(float x, float min, float max)
{
	if (x > max)
		return max;
	if (x < min)
		return min;
	return x;
}
float mod(float a, float b) {
	while (a > b) {
		a = a - b;
	}
	return a;
}


int State=0;
//人物动画的函数,通过传入关键帧的参数,然后根据关键帧来改变人物的动作
void RobotArmAnim(int i) {
	if (i % 20 == 1) {
		mp_->theta[RightUpperArm] = 0;
		mp_->theta[LeftUpperArm] = 0;
		mp_->theta[LeftUpperLeg] = 0;
		mp_->theta[RightUpperLeg] = 0;
		mp_->theta[RightLowerArmZ] = 0;
		mp_->theta[LeftLowerArmZ] = 0;
		mp_->theta[Sword] = 0;
	}
	if (i%20 <= 5) {
		mp_->theta[RightUpperArm] +=10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[LeftUpperLeg] += 6;
		mp_->theta[RightUpperLeg] -= 6;
	}
	if (i % 20 > 5 && i % 20 <= 15) {
		mp_->theta[RightUpperArm] -= 10;
		mp_->theta[LeftUpperArm] += 10;
		mp_->theta[LeftUpperLeg] -= 6;
		mp_->theta[RightUpperLeg] += 6;
	}
	if (i % 20 > 15 && i % 20 <= 20) {
		mp_->theta[RightUpperArm] += 10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[LeftUpperLeg] += 6;
		mp_->theta[RightUpperLeg] -= 6;
	}
	
}
int SwordState = 0;
void SwordAnim(int i) {
	//剑的动画的函数
	if (i%33 == 1) {
		mp_->theta[RightUpperArm] = 0;
		mp_->theta[LeftUpperArm] = 0;
		mp_->theta[LeftUpperLeg] = 0;
		mp_->theta[RightUpperLeg] = 0;
		mp_->theta[RightLowerArmZ] = 0;
		mp_->theta[LeftLowerArmZ] = 0;
		mp_->theta[Sword] = 0;
	}
	if (i% 33 > 1 && i% 33 <= 5) {

	}
	if (i% 33 > 5 && i% 33 <= 8) {
		mp_->theta[RightUpperArm] -=10 ;
		mp_->theta[LeftUpperArm] -= 10;
		mp_-> theta[Sword] += 15;

	}
	if (i% 33 > 8 && i% 33 <= 11) {
		mp_->theta[RightLowerArmZ] += 15;
		mp_->theta[LeftLowerArmZ] -= 15;
		mp_->theta[Sword] += 15;
	}
	if (i % 33 > 11&& i % 33 <=21) {
		mp_->theta[RightUpperArm] -= 10;
		mp_->theta[LeftUpperArm] -= 10;
		mp_->theta[Sword] += 7.5;

	}
	if (i % 33 > 21 ) {
		mp_->theta[RightUpperArm] += 10;
		mp_->theta[LeftUpperArm] += 10;
	}

	float yPos = RobotPos.y;
	RobotPos -= 0.10*cameraDirection;
	RobotPos.y = yPos;
	if (i % 20 <= 5) {
		mp_->theta[LeftUpperLeg] += 10;
		mp_->theta[RightUpperLeg] -= 10;
	}
	if (i % 20 > 5 && i % 20 <= 15) {
		mp_->theta[LeftUpperLeg] -= 10;
		mp_->theta[RightUpperLeg] += 10;
	}
	if (i % 20 > 15 && i % 20 <= 20) {
		mp_->theta[LeftUpperLeg] += 10;
		mp_->theta[RightUpperLeg] -= 10;
	}
}
void
keyboard( unsigned char key, int x, int y )
{
	float yPos;
	switch (key)
	{
	case 033:	// ESC键 和 'q' 键退出游戏
		exit(EXIT_SUCCESS);
		break;
	case 'q':case 'Q':
		exit(EXIT_SUCCESS);
		break;
	case 'w':case 'W':
		cameraPosition += 0.10f*cameraDirection;//改变相机位置
		break;
	case 's':case 'S':
		cameraPosition -= 0.10f*cameraDirection;
		break;
	case 'a':case 'A':
		cameraPosition -= 0.10f*normalize(cross(cameraDirection, cameraUp));
		break;
	case 'd':case 'D':
		cameraPosition += 0.10f*normalize(cross(cameraDirection, cameraUp));
		break;
	case ' ':
		cameraPosition.y += 0.10f;
		break;
	case 'c':case 'C':
		cameraPosition.y -= 0.10f;
		break;
	case 'i':case 'I':
		yPos = RobotPos.y;
		RobotPos += 0.10f*cameraDirection;//让人物按照相机所朝向的位置进行移动
		RobotPos.y = yPos;//人物只在y轴上移动,因此y的值不应该发生改变
		State++;//改变动画关键帧
		RobotArmAnim(State);//人物移动时将会调用动画函数
		break;
	case 'k':case 'K':
		yPos = RobotPos.y;
		RobotPos -= 0.10f*cameraDirection;
		RobotPos.y = yPos;
		State++;
		RobotArmAnim(State);
		break;
	case 'j':case 'J':
		yPos = RobotPos.y;
		RobotPos -= 0.10f*normalize(cross(cameraDirection, cameraUp));
		RobotPos.y = yPos;
		State++;
		RobotArmAnim(State);
		break;
	case 'l':case 'L':
		yPos = RobotPos.y;
		RobotPos += 0.10f*normalize(cross(cameraDirection, cameraUp));
		RobotPos.y = yPos;
		State++;
		RobotArmAnim(State);
		break;
	case 'z':case'Z':
		mp_->theta[0] += 5;//调整物体朝向的方向
		break;
	case 'x':case'X':
		mp_->theta[0] -= 5;//调整物体朝向的方向
		break;
	case 'r': case 'R':
		mp_->theta[LeftUpperLeg] -= 10;
		break;
	case 't': case 'T':
		mp_->theta[LeftLowerLeg] -= 10;
		break;
	case 'y': case 'Y':
		mp_->theta[Sword] += 10;
		break;
		
	case 'o': case 'O':
		mp_->theta[LeftLowerArmZ] -= 10;
		mp_->theta[RightLowerArmZ] += 10;
		break;
	case 'p': case'P':
		SwordState++;
		SwordAnim(SwordState);

	}
	
	mp_->RobotTrans = Translate(RobotPos.x, RobotPos.y, RobotPos.z);
	//改变机器人的位置
	glutPostRedisplay();
}

void mouse(int x, int y)
{
	//此处是相机跟随鼠标的转动而发生转动,采用欧拉角来实现
	yaw += 35 * (x - float(windowWidth) / 2.0) / windowWidth;
	yaw = mod(yaw + 180.0f, 360.0f) - 180.0f;   
	pitch += -35 * (y - float(windowHeight) / 2.0) / windowHeight;
	pitch = clamp(pitch, -89.0f, 89.0f);

	glutWarpPointer(windowWidth / 2.0, windowHeight / 2.0);	// 将指针钉死在屏幕正中间

	glutPostRedisplay();
	return;
}

//----------------------------------------------------------------------------

int
main( int argc, char **argv )
{

    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
    glutInitWindowSize( windowWidth, windowHeight );
    glutInitContextVersion( 3, 2 );
    glutInitContextProfile( GLUT_CORE_PROFILE );
    int mainWindow=glutCreateWindow( "黄伟斌2018182011图形学大作业" );

	glewExperimental = GL_TRUE;
    glewInit();

    init();
	
	mp_ = new Mesh_Painter;
	mp_->lightPos = lightPos;

	//从以下开始绘制模型

	My_Mesh* my_mesh1 = new My_Mesh;
	my_mesh1->load_obj("texture/torso.obj");
	my_mesh1->set_texture_file("texture/torso.png");
	my_mesh1->set_translate(0, 0.25, 0);//设定初始位置
	my_mesh1->set_theta(0, 0, 0);//设定人物初始的角度
	my_mesh1->set_scale(3, 3, 3);//设定初始的规模大小
	my_mesh1->set_theta_step(0, 0, 0);//设定自转的速度
	my_meshs.push_back(my_mesh1);//将读入的物体放入存储物体的mesh容器
	mp_->add_mesh(my_mesh1);//在绘制的meshpaniter类将物体添加进去方便后续绘制

	My_Mesh* my_mesh2 = new My_Mesh;
	my_mesh2->load_obj("texture/left_upper_arm.obj");
	my_mesh2->set_texture_file("texture/left_upper_arm.png");
	my_mesh2->set_translate(0, 0.25, 0);
	my_mesh2->set_theta(0, 0, 0);
	my_mesh2->set_scale(3, 3, 3);
	my_mesh2->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh2);
	mp_->add_mesh(my_mesh2);

	My_Mesh* my_mesh3 = new My_Mesh;
	my_mesh3->load_obj("texture/right_upper_arm.obj");
	my_mesh3->set_texture_file("texture/right_upper_arm.png");
	my_mesh3->set_translate(0, 0.25, 0);
	my_mesh3->set_theta(0, 0, 0);
	my_mesh3->set_scale(3, 3, 3);
	my_mesh3->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh3);
	mp_->add_mesh(my_mesh3);

	My_Mesh* my_mesh4 = new My_Mesh;
	my_mesh4->load_obj("texture/right_lower_arm.obj");
	my_mesh4->set_texture_file("texture/right_lower_arm.png");
	my_mesh4->set_translate(-0.06, 0.32, 0);
	my_mesh4->set_theta(0, 0, 0);
	my_mesh4->set_scale(2, 2, 2);
	my_mesh4->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh4);
	mp_->add_mesh(my_mesh4);

	My_Mesh* my_mesh5 = new My_Mesh;
	my_mesh5->load_obj("texture/left_lower_arm.obj");
	my_mesh5->set_texture_file("texture/left_lower_arm.png");
	my_mesh5->set_translate(0.06, 0.32, 0);
	my_mesh5->set_theta(0, 0, 0);
	my_mesh5->set_scale(2, 2, 2);
	my_mesh5->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh5);
	mp_->add_mesh(my_mesh5);


	My_Mesh* my_mesh6 = new My_Mesh;
	my_mesh6->load_obj("texture/right_upper_leg.obj");
	my_mesh6->set_texture_file("texture/right_upper_leg.png");
	my_mesh6->set_translate(0, -0.05, 0);
	my_mesh6->set_theta(0, 0, 0);
	my_mesh6->set_scale(2, 2, 2);
	my_mesh6->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh6);
	mp_->add_mesh(my_mesh6);

	My_Mesh* my_mesh7 = new My_Mesh;
	my_mesh7->load_obj("texture/left_upper_leg.obj");
	my_mesh7->set_texture_file("texture/left_upper_leg.png");
	my_mesh7->set_translate(0, -0.05, 0);
	my_mesh7->set_theta(0, 0, 0);
	my_mesh7->set_scale(2, 2, 2);
	my_mesh7->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh7);
	mp_->add_mesh(my_mesh7);


	My_Mesh* my_mesh8 = new My_Mesh;
	my_mesh8->load_obj("texture/right_lower_leg.obj");
	my_mesh8->set_texture_file("texture/right_lower_leg.png");
	my_mesh8->set_translate(-0.05, 0, 0);
	my_mesh8->set_theta(0, 0, 0);
	my_mesh8->set_scale(1, 1, 1);
	my_mesh8->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh8);
	mp_->add_mesh(my_mesh8);

	My_Mesh* my_mesh9 = new My_Mesh;
	my_mesh9->load_obj("texture/left_lower_leg.obj");
	my_mesh9->set_texture_file("texture/left_lower_leg.png");
	my_mesh9->set_translate(0.05, 0, 0);
	my_mesh9->set_theta(0, 0, 0);
	my_mesh9->set_scale(1, 1, 1);
	my_mesh9->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh9);
	mp_->add_mesh(my_mesh9);

	My_Mesh* my_mesh10 = new My_Mesh;
	my_mesh10->load_obj("texture/head.obj");
	my_mesh10->set_texture_file("texture/head.png");
	my_mesh10->set_translate(0, 0.52, 0);
	my_mesh10->set_theta(0, 0, 0);
	my_mesh10->set_scale(4, 4, 4);
	my_mesh10->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh10);
	mp_->add_mesh(my_mesh10);

	My_Mesh* my_mesh11 = new My_Mesh;
	my_mesh11->generate_cone(100, 2);
	my_mesh11->set_texture_file("texture/cone.jpg");
	my_mesh11->set_translate(0, 1.8, -0.04);
	my_mesh11->set_theta(-90, 0, 0);
	my_mesh11->set_scale(1.7, 1.7, 1.7);//旋转轴
	my_mesh11->set_theta_step(0.0, 0.0, 0);
	my_meshs.push_back(my_mesh11);
	mp_->add_mesh(my_mesh11);

	My_Mesh* my_mesh12 = new My_Mesh;
	my_mesh12->load_obj("texture/sword.obj");
	my_mesh12->set_texture_file("texture/sword.png");
	my_mesh12->set_translate(-0.12, 0.3, 0);
	my_mesh12->set_theta(0, 0, 0);
	my_mesh12->set_scale(4, 4, 4);
	my_mesh12->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh12);
	mp_->add_mesh(my_mesh12);

	My_Mesh* my_mesh13 = new My_Mesh;
	my_mesh13->generate_cylinder(100, 3);//生成圆柱表面
	my_mesh13->set_texture_file("texture/cylinder10.jpg");//指定纹理图像文件
	my_mesh13->set_translate(2.5, 3, 2.5);
	my_mesh13->set_theta(90, 0, 0);//旋转轴
	my_mesh13->set_scale(3, 3, 10);//旋转轴
	my_mesh13->set_theta_step(0, 0, 0);//旋转速度
	mp_->add_mesh(my_mesh13);
	my_meshs.push_back(my_mesh13);

	My_Mesh* my_mesh14 = new My_Mesh;
	my_mesh14->generate_cylinder(100, 3);//生成圆柱表面
	my_mesh14->set_texture_file("texture/cylinder10.jpg");//指定纹理图像文件
	my_mesh14->set_translate(7.5, 3, 2.5);
	my_mesh14->set_theta(90, 0, 0);//旋转轴
	my_mesh14->set_scale(3, 3, 10);//旋转轴
	my_mesh14->set_theta_step(0, 0, 0);//旋转速度
	mp_->add_mesh(my_mesh14);
	my_meshs.push_back(my_mesh14);


	My_Mesh* my_mesh15 = new My_Mesh;
	my_mesh15->generate_cylinder(100, 3);//生成圆柱表面
	my_mesh15->set_texture_file("texture/cylinder10.jpg");//指定纹理图像文件
	my_mesh15->set_translate(2.5, 3, 7.5);
	my_mesh15->set_theta(90, 0, 0);//旋转轴
	my_mesh15->set_scale(3, 3, 10);//旋转轴
	my_mesh15->set_theta_step(0, 0, 0);//旋转速度
	mp_->add_mesh(my_mesh15);
	my_meshs.push_back(my_mesh15);

	My_Mesh* my_mesh16 = new My_Mesh;
	my_mesh16->generate_cylinder(100, 3);//生成圆柱表面
	my_mesh16->set_texture_file("texture/cylinder10.jpg");//指定纹理图像文件
	my_mesh16->set_translate(7.5, 3, 7.5);
	my_mesh16->set_theta(90, 0, 0);//旋转轴
	my_mesh16->set_scale(3, 3, 10);//旋转轴
	my_mesh16->set_theta_step(0, 0, 0);//旋转速度
	mp_->add_mesh(my_mesh16);
	my_meshs.push_back(my_mesh16);


	My_Mesh* my_mesh17 = new My_Mesh;
	my_mesh17->load_obj("texture/castle4.obj");
	my_mesh17->set_texture_file("texture/castle4.png");
	my_mesh17->set_translate(5, 0,5);
	my_mesh17->set_theta(0, 0, 0);
	my_mesh17->set_scale(20, 20, 20);
	my_mesh17->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh17);
	mp_->add_mesh(my_mesh17);

	My_Mesh* my_mesh18 = new My_Mesh;
	my_mesh18->load_obj("texture/grass.obj");
	my_mesh18->set_texture_file("texture/grass.png");
	my_mesh18->set_translate(3, -0.1, 3);
	my_mesh18->set_theta(0, 0, 0);
	my_mesh18->set_scale(80, 1, 80);
	my_mesh18->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh18);
	mp_->add_mesh(my_mesh18);


	My_Mesh* my_mesh19 = new My_Mesh;
	my_mesh19->load_obj("texture/soldier.obj");
	my_mesh19->set_texture_file("texture/soldier.png");
	my_mesh19->set_translate(2.0, 0, 5);
	my_mesh19->set_theta(0, -90, 0);
	my_mesh19->set_scale(8, 8, 8);
	my_mesh19->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh19);
	mp_->add_mesh(my_mesh19);

	My_Mesh* my_mesh20 = new My_Mesh;
	my_mesh20->load_obj("texture/princess.obj");
	my_mesh20->set_texture_file("texture/princess.png");
	my_mesh20->set_translate(1, 0, 7.5);
	my_mesh20->set_theta(0, -180, 0);
	my_mesh20->set_scale(8, 8, 8);
	my_mesh20->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh20);
	mp_->add_mesh(my_mesh20);

	My_Mesh* my_mesh21 = new My_Mesh;
	my_mesh21->load_obj("texture/pillar.obj");
	my_mesh21->set_texture_file("texture/pillar.png");
	my_mesh21->set_translate(-1.5, 0, 8);
	my_mesh21->set_theta(0, 180, 0);
	my_mesh21->set_scale(7.5, 15, 7.5);
	my_mesh21->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh21);
	mp_->add_mesh(my_mesh21);

	My_Mesh* my_mesh22 = new My_Mesh;
	my_mesh22->load_obj("texture/wind_mill.obj");
	my_mesh22->set_texture_file("texture/wind_mill.png");
	my_mesh22->set_translate(-1.5, 1.7, 8.2);
	my_mesh22->set_theta(0, 180, 0);
	my_mesh22->set_scale(15, 15, 15);
	my_mesh22->set_theta_step(0, 0, 0.5);
	my_meshs.push_back(my_mesh22);
	mp_->add_mesh(my_mesh22);

	My_Mesh* my_mesh23 = new My_Mesh;
	my_mesh23->load_obj("texture/sun.obj");
	my_mesh23->set_texture_file("texture/sun.png");
	my_mesh23->set_translate(0, 15, 15);
	my_mesh23->set_theta(90, 0, 0);
	my_mesh23->set_scale(15, 15, 15);
	my_mesh23->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh23);
	mp_->add_mesh(my_mesh23);

	My_Mesh* my_mesh24 = new My_Mesh;
	my_mesh24->load_obj("texture/cloud.obj");
	my_mesh24->set_texture_file("texture/cloud.png");
	my_mesh24->set_translate(8, 12, 10);
	my_mesh24->set_theta(90, 0, -30);
	my_mesh24->set_scale(15, 15, 15);
	my_mesh24->set_theta_step(0, 0, 0);
	my_meshs.push_back(my_mesh24);
	mp_->add_mesh(my_mesh24);

	mp_->init_shaders("v_texture.glsl","f_texture.glsl");//绑定着色器
	mp_->update_vertex_buffer();//绑定vbo
	mp_->update_texture();//设定纹理

    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );
	glutPassiveMotionFunc( mouse );
    glutIdleFunc( idle );



    glutMainLoop();



	for (unsigned int i = 0; i < my_meshs.size(); i++)
	{
		delete my_meshs[i];
	}
	delete mp_;

    return 0;
}

v_texture.glsl

#version 330 core

in  vec3 vPosition;
in  vec3 vColor;
in  vec3 vNormal;
in  vec2 vTexCoord;
in  vec3 vFaceIndecies;


out vec4 color;
out vec2 texCoord;
out vec4 normal;

uniform vec3 theta;
uniform vec3 translation;

uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projMatrix;

uniform vec3 lightPos;
out vec3 N;
out vec3 V;
out vec3 lightPos_new;

uniform bool drawShadow;

void main()
{


    color       = vec4(vColor, 0);
    texCoord    = vTexCoord;
    normal = vec4(vNormal, 0);


    vec4 v1 = projMatrix * viewMatrix*modelMatrix * vec4(vPosition, 1.0);
	vec4 v2 = vec4(v1.xyz / v1.w, 1.0);
	if(drawShadow)gl_Position=v2;
	else gl_Position=v1;//如果绘制的不是阴影则不进行透视投影,防止出现大型物体显示的bug





	//光照

	// TODO 将顶点变换到相机坐标系下
	vec4 vertPos_cameraspace = viewMatrix*modelMatrix * vec4(vPosition, 1.0);

	// 对顶点坐标做透视投影
	V = vertPos_cameraspace.xyz / vertPos_cameraspace.w;

	// TODO 将光源位置变换到相机坐标系下
	vec4 lightPos_cameraspace = viewMatrix *mat4(1.0)* vec4(lightPos, 1.0);

	// 对光源坐标做透视投影
	lightPos_new = lightPos_cameraspace.xyz / lightPos_cameraspace.w;
	
	// TODO 将法向量变换到相机坐标系下并传入片元着色器
	N = (viewMatrix*modelMatrix * vec4(vNormal, 0.0)).xyz;




}

f_texture.glsl

#version 330 core

in vec4 color;
in vec2 texCoord;
in vec4 normal;
in vec3 faceIndecies;

out vec4 fColor;
out vec4 fNormal;

uniform sampler2D texture;//纹理

in vec3 N;
in vec3 V;
in vec3 lightPos_new;

uniform bool drawShadow;

void main()
{
    fColor = texture2D( texture, texCoord );


	//以下用来实现光照
    fNormal = normal;

	vec3 ambiColor = vec3(0.1, 0.1, 0.1);
	vec3 diffColor = vec3(0.5, 0.5, 0.5);
	vec3 specColor = vec3(0.3, 0.3, 0.3);

	// TODO 计算N,L,V,R四个向量并归一化
	vec3 N_norm = normalize(N);
	vec3 L_norm = normalize(lightPos_new - V);
	vec3 V_norm = normalize(-V);
	vec3 R_norm = reflect(-L_norm, N_norm);

	// TODO 计算漫反射系数和镜面反射系数
	float lambertian = clamp(dot(L_norm, N_norm), 0.0, 1.0);
	//float specular = clamp(dot(R_norm, V_norm), 0.0, 1.0);
	
	//使用BLINN_PHONG模型
	vec3 H_norm = normalize(L_norm + V_norm);
	float specular = clamp(dot(N_norm, H_norm), 0.0, 1.0);

	float shininess = 10.0;
	float d = length(lightPos_new - V);
	float a=1,b=0,c=0;
	// TODO 计算最终每个片元的输出颜色
	fColor*=0.5;
	fColor += (vec4(ambiColor + diffColor * lambertian/(a+b*d+c*d*d) +specColor * pow(specular, 5.0), 1.0)/(a+b*d+c*d*d))*1.0;
	if(drawShadow){//如果绘制的是阴影,则需要颜色设置为黑色
		fColor=vec4(0.0 , 0.0 , 0.0 , 1.0);
	}
	else{
		fColor=fColor;
	}
}
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实验一 OpenGL+GLUT开发平台搭建 5 小实验1: 开发环境设置 5 小实验2: 控制窗口位置和大小 6 小实验3:默认的可视化范围 6 小实验4:自定义可视化范围 7 小实验5: 几何对象变形的原因 8 小实验6: 视口坐标系及视口定义 8 小实验7:动态调整长宽比例,保证几何对象不变形 9 实验二 动画和交互 10 小实验1: 单缓冲动画技术 10 小实验2: 双缓冲动画技术 11 小实验3:键盘控制 13 小实验4:鼠标控制【试着单击鼠标左键或者右键,试着按下鼠标左键后再移动】 14 实验三 几何变换、观察变换、三维对象 16 小实验1:二维几何变换 16 小实验2:建模观察(MODELVIEW)矩阵堆栈 17 小实验3:正平行投影1 19 小实验4:正平行投影2 19 小实验5:正平行投影3 20 小实验6:透射投影1 21 小实验6:透射投影2 22 小实验7:三维对象 24 实验四 光照模型和纹理映射 26 小实验1:光照模型1----OpenGL简单光照效果的关键步骤。 26 小实验2:光照模型2----光源位置的问题 28 小实验3:光照模型3----光源位置的问题 31 小实验4:光照模型4----光源位置的问题 33 小实验5:光照模型5----光源位置的问题 35 小实验6:光照模型6----光源位置的问题 38 小实验7:光照模型7----光源位置的动态变化 40 小实验8:光照模型8----光源位置的动态变化 43 小实验9:光照模型9---光源位置的动态变化 45 小实验10:光照模型10---聚光灯效果模拟 48 小实验11:光照模型11---多光源效果模拟 50 小实验12:光照效果和雾效果的结合 53 小实验13:纹理映射初步—掌握OpenGL纹理映射的一般步骤 56 小实验13:纹理映射—纹理坐标的自动生成(基于参数的曲面映射) 59 小实验14:纹理映射—纹理坐标的自动生成(基于参考面距离) 61
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