1.互動式小遊戲
網址:https://openprocessing.org/sketch/1157158
2.Texture
Moddle安裝OpenCV,需勾選(Add OpenCV to the system for all user)
下載後再打開CodeBlocks
步驟如下:
- Compiler: C:\OpenCV2.1\include
- Linker: C:\OpenCV2.1\lib
- cv210 ,cxcore210 ,highgui210
(3)CodeBlocks:freeglut
找一張圖片,存在freeglut/bin
程式碼:
#include <opencv/highgui.h>
int main(int argc, char**grav)
{///大寫I小寫pl大寫I
IplImage*img = cvLoadImage("bear.jpg");
cvShowImage("bear photo", img);
cvWaitKey(0);
}
執行結果:
(4)圖片放到茶壺上
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>
void init()
{
IplImage * img = cvLoadImage("bear.jpg");
///讀圖/記得改圖片名
cvCvtColor(img,img, CV_BGR2RGB);
///換顏色
glEnable(GL_TEXTURE_2D);
//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);
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
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("week07 texture");
glutDisplayFunc(display);
init();///設好後,才設定貼圖到opengl上
glutMainLoop();
}
執行結果:
(5)背景貼圖
程式碼:
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
void init()
{
IplImage * img = cvLoadImage("bear.jpg");
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);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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("week07 texture");
glutDisplayFunc(display);
init();
glutMainLoop();
}






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