1. 安裝 freeglut(lib/libglut32.a) OpenCv 2.1.0
2.開啟新的glut專案,複製上週最後的程式碼,修改程式,將茶壺改成將earth圖片貼在視窗背景
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutSolidTeapot(0.3);
glBegin(GL_POLYGON);
glTexCoord2f( 0 , 1 ); glVertex2f( -1 , -1);
glTexCoord2f( 1 , 1 ); glVertex2f( +1 , -1);
glTexCoord2f( 1 , 0 ); glVertex2f( +1 , +1);
glTexCoord2f( 0 , 0 ); glVertex2f( -1 , +1);
glEnd();
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 Texture");
glutDisplayFunc(display);
myTexture("earth.png");
glutMainLoop();
return EXIT_SUCCESS;
}
3.將earth的圖片貼在圓形上面,使用glu函式
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * sphere = NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gluQuadricTexture( sphere ,1 );
gluSphere(sphere ,1,30,30);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 Texture");
glutDisplayFunc(display);
myTexture("earth.png");
sphere = gluNewQuadric();
glutMainLoop();
return EXIT_SUCCESS;
}
4.讓球體旋轉
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * sphere = NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
float angle=0;
void display(void)
{
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10 Texture");
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("earth.png");
sphere = gluNewQuadric();
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
5.鋼蛋貼圖旋轉
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * sphere = NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
float angle=0;
void display(void)
{
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10 Texture");
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("earth.png");
sphere = gluNewQuadric();
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
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