Texture_backgroun
1. freeglut 安裝好完成前置作業
2. 先去找圖把圖片存在freeglut(老師上課用軟體裡下載)-bin 裡面
3. 完成程式 即會出現地球
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img,CV_BGR2RGB);///OpenCV轉色彩
glEnable(GL_TEXTURE_2D);///開啟貼圖功能
GLuint id;///產生Generate貼圖ID
glGenTextures(1,&id);///綁定bin 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);///貼圖參數 超過包裝範圍T 就重複貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);///貼圖參數 超過包裝範圍S 就重複貼圖
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 放小時的內插 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 myTexture()
{
IplImage * img = cvLoadImage("earthmap.jpg");
cvShowImage("img",img);
cvWaitKey(0);
}
void display()
{
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_DOUBLE | GLUT_DEPTH );
glutCreateWindow("week10 texture background");
glutDisplayFunc( display );
myTexture("earthmap.jpg");
glutMainLoop();
}
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地球旋轉
#include <opencv/highgui.h>///使用OpenCV 2.1
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * sphere = NULL;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img,CV_BGR2RGB);///OpenCV轉色彩
glEnable(GL_TEXTURE_2D);///開啟貼圖功能
GLuint id;///產生Generate貼圖ID
glGenTextures(1,&id);///綁定bin 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);///貼圖參數 超過包裝範圍T 就重複貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);///貼圖參數 超過包裝範圍S 就重複貼圖
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 放小時的內插 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);
//glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
angle+=0.1;///angle++ 會轉太快 跟電腦效能有關
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("week10 texture background");
glutIdleFunc(display);
glutDisplayFunc( display );
myTexture("earthmap.jpg");
sphere = gluNewQuadric();
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}

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