下載安裝OpenCV-2.1.0
codeblock--Setting--Complier
Search directories--Complier--c:\OpenCV2.1\include
Linker--c:\OpenCV2.1\lib
Linker Settings
cv2210 cxcore210 highgui210
#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>
GLuint id1, id2; ///TODO:增加2個 貼圖ID
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);
glBindTexture(GL_TEXTURE_2D, id1);
glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( +1, +1 );
glTexCoord2f( 0, 1 ); glVertex2f( +1, -1 );
glTexCoord2f( 1, 1 ); glVertex2f( -1, -1 );
glTexCoord2f( 1, 0 ); glVertex2f( -1, +1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week08 ");
glutDisplayFunc(display);
id1 = myTexture("name.jpg");
id2 = myTexture("name.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
讓背景變成另一張的圖片
讓海豚變材質
#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>GLuint id1, id2; ///TODO:增加2個 貼圖IDint 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);glBindTexture(GL_TEXTURE_2D, id1); glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2); glBegin(GL_POLYGON); glTexCoord2f( 0, 0 ); glVertex2f( +1, +1 ); glTexCoord2f( 0, 1 ); glVertex2f( +1, -1 ); glTexCoord2f( 1, 1 ); glVertex2f( -1, -1 ); glTexCoord2f( 1, 0 ); glVertex2f( -1, +1 ); glEnd(); glutSwapBuffers();}const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat high_shininess[] = { 100.0f };int main(int argc, char** argv){ glutInit( &argc, argv ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(" Week08 "); glutDisplayFunc(display);
id1 = myTexture("A.jpg"); id2 = myTexture("sea.jpg"); glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); glutMainLoop();}讓茶壺有陰影


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