## week05
## openCV
1.安裝openCV2.1 (桌面)
2.記得安裝第3步,add openCV to system PATH
3.目錄不要改,用預設的C:openCV2.1不要動
4.檔案總管檢查 bin include lib
5.關閉coldblocks再開,才會認識opencv
## 接下來,要做coldblocks設定
1.setting-compiler, 目錄linker 要加入include 目錄
c:\OpenCV2.1\include
2.setting-compiler, 目錄linker 要加入 lib 目錄
c:\OpenCV2.1\lib
3.setting-compiler, 目錄linker setting 要加入 cv210 cxcore210 highgui210 三個檔名
## 程式碼
#include <opencv/highgui.h>
int main()
{ ///大寫I,小寫P1
IplImage * img = cvLoadImage("c:/micky.jpg");
cvShowImage("img",img); ///秀圖
cvWaitKey(0); ///等任意鍵,在繼續
}
## 課本範例
連上網站 jsyeh.org/3dcg10 下載 data 、 win32
跑範例,觀察
glBegin(...);
glTexCoord2f(tx,ty); glVerTex2f(x,y);
glTexCoord2f(tx2,ty2); glVerTex2f(x2,y2);
glTexCoord2f(tx3,ty3); glVerTex2f(x3,y3); glTexCoord2f(tx4,ty4); glVerTex2f(x4,y4);
glEnd();
## week05-1_texture_opencv_cvLoadImage (茶壺、米奇)
1.安裝greeglut 到桌面.再把
2.file-new-project,glut專案
## week05-2_texture_teapot_earth (地圖茶壺)
## 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>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 texture");
glutDisplayFunc(display);
myTexture("c:/earth.jpg");
glutMainLoop();
}
## week05-3_texture_polygon
1. file-new-project,glut專案
2. glTexCoord2f(0,0); glVertex(-1,-1);
glTexCoord2f(1,0); glVertex(+1,-1);
glTexCoord2f(1,1); glVertex(+1,+1);
glTexCoord2f(0,1); glVertex(-1,+1);
## 程式碼
#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 (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;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex2f(-1,-1);
glTexCoord2f(1,0); glVertex2f(+1,-1);
glTexCoord2f(1,1); glVertex2f(+1,+1);
glTexCoord2f(0,1); glVertex2f(-1,+1);
glEnd();
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 texture");
glutDisplayFunc(display);
myTexture("c:/earth.jpg");
glutMainLoop();
}
## week05-4_texture_earth_rotating(轉動地球)
## 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>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///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;
GLUquadric * quad = NULL;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(90,1,0,0);
glRotatef(angle++,0,0,1);
gluSphere(quad,1,30,30);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week09 texture");
glutIdleFunc(display);
glutDisplayFunc(display);
quad = gluNewQuadric();
myTexture("c:/earth.jpg");
gluQuadricTexture(quad,1);
glutMainLoop();
}
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