1-1.開啟CodeBlocks File-New-Project-GLUT專案
2-2:修改程式碼#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可#include <opencv/cv.h>#include <GL/glut.h>GLUquadric * sphere = NULL;int myTexture(char * filename){IplImage * img = cvLoadImage("01.jpg"); ///OpenCV讀圖cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖IDglGenTextures(1, &id); /// 產生Generate 貼圖IDglBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖IDglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);return id;}void display(){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glPushMatrix();glRotatef(90,1,0,0);gluQuadricTexture(sphere, 1);gluSphere(sphere, 1, 30, 30);glPopMatrix();glutSwapBuffers();}int main(int argc,char**argv){glutInit(&argc,argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);glutCreateWindow("week10");glutDisplayFunc(display);myTexture("01.jpg");sphere = gluNewQuadric();glEnable(GL_DEPTH_TEST);glutMainLoop();}
3-1 修改程式碼 讓圖片可以轉動
程式碼:
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * sphere = NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage("01.jpg"); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,-1,0);
glRotatef(90,1,0,0);
gluQuadricTexture(sphere, 1);
gluSphere(sphere, 1, 30, 30);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
myTexture("01.jpg");
sphere = gluNewQuadric();
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}




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