(1)Timer 計時器
(2)多個貼圖
(3)作業:互動小遊戲
(4)總結整體觀念
1.用timer來轉茶壺
#include <GL/glut.h>
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
/// angle++;
}
void timer(int t)
{
glutTimerFunc(10,timer,0);
angle+=1;
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160685_3D");
glutDisplayFunc(display);
///glutIdleFunc(display);
glutTimerFunc(10,timer,0);
glutMainLoop();
}
2.用高級的開法開opencv freeglut
這些為設定過程非常的困難要小心!!但我還是靠自己設定完成水喔!
3.設定結果
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
float angle=0; ///自動轉很帥
GLUquadric * quad;
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glRotatef(90, 1,0,0);
glRotatef(angle, 0,0,1);///自動轉很帥
gluQuadricTexture(quad, 1);
gluSphere(quad, 0.5, 30, 30);///glutSolidTeapot(0.3);
glPopMatrix();///自動轉很帥
glFlush();
angle+=1;///自動轉很帥
}
void myInit()
{
quad = gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg"); ///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);
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
void timer(int t)
{/// 1000 msec 50fps:20msec
glutTimerFunc(20, timer, 0);
//printf("timer now\n");
glutPostRedisplay();
}
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
//glutIdleFunc(display);///自動轉很帥 (閒閒沒事幹, 就重畫)
glutTimerFunc(0, timer, 0);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
4.很多張貼圖一起
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
GLuint id2; ///準備一個 unsigned int 整數, 叫 貼圖ID
void mouse(int button,int state,int x,int y)
{
if(state==GLUT_UP)glBindTexture(GL_TEXTURE_2D, id2);
else if(state==GLUT_DOWN)glBindTexture(GL_TEXTURE_2D, id);
}
void myInit()
{
quad = gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg"); ///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);
IplImage * img2 = cvLoadImage("image2.jpg"); ///OpenCV讀圖
cvCvtColor(img2,img2, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
// GLuint id2; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id2); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id2); ///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, img2->width, img2->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img2->imageData);
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
glutMouseFunc(mouse);
主要加入的程式
5.將貼圖程式用函式呈現
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 myInit()
{
quad = gluNewQuadric();
id =myTexture("image.jpg");
id2 =myTexture("image2.jpg");
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
6.會公轉的地球
float angle=0,earthX=0,earthY=0; ///自動轉很帥
glTranslated(earthX,earthY,0);
void timer(int t)
{/// 1000 msec 50fps:20msec
glutTimerFunc(20, timer, 0);
//printf("timer now\n");
glutPostRedisplay();
angle+=1;///自動轉很帥
earthX=0.8*cos(angle*3.14/180);
earthY=0.8*sin(angle*3.14/180);
}
#include <GL/glut.h>
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
/// angle++;
}
void timer(int t)
{
glutTimerFunc(10,timer,0);
angle+=1;
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160685_3D");
glutDisplayFunc(display);
///glutIdleFunc(display);
glutTimerFunc(10,timer,0);
glutMainLoop();
}
2.用高級的開法開opencv freeglut
這些為設定過程非常的困難要小心!!但我還是靠自己設定完成水喔!
3.設定結果
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
float angle=0; ///自動轉很帥
GLUquadric * quad;
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glRotatef(90, 1,0,0);
glRotatef(angle, 0,0,1);///自動轉很帥
gluQuadricTexture(quad, 1);
gluSphere(quad, 0.5, 30, 30);///glutSolidTeapot(0.3);
glPopMatrix();///自動轉很帥
glFlush();
angle+=1;///自動轉很帥
}
void myInit()
{
quad = gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg"); ///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);
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
void timer(int t)
{/// 1000 msec 50fps:20msec
glutTimerFunc(20, timer, 0);
//printf("timer now\n");
glutPostRedisplay();
}
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
//glutIdleFunc(display);///自動轉很帥 (閒閒沒事幹, 就重畫)
glutTimerFunc(0, timer, 0);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
程式碼
4.很多張貼圖一起
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
GLuint id2; ///準備一個 unsigned int 整數, 叫 貼圖ID
void mouse(int button,int state,int x,int y)
{
if(state==GLUT_UP)glBindTexture(GL_TEXTURE_2D, id2);
else if(state==GLUT_DOWN)glBindTexture(GL_TEXTURE_2D, id);
}
void myInit()
{
quad = gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg"); ///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);
IplImage * img2 = cvLoadImage("image2.jpg"); ///OpenCV讀圖
cvCvtColor(img2,img2, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
// GLuint id2; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id2); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id2); ///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, img2->width, img2->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img2->imageData);
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
glutMouseFunc(mouse);
主要加入的程式
5.將貼圖程式用函式呈現
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 myInit()
{
quad = gluNewQuadric();
id =myTexture("image.jpg");
id2 =myTexture("image2.jpg");
} ///最後一行最難/最重要, 所貼圖影像的資料都設定好
6.會公轉的地球
float angle=0,earthX=0,earthY=0; ///自動轉很帥
glTranslated(earthX,earthY,0);
void timer(int t)
{/// 1000 msec 50fps:20msec
glutTimerFunc(20, timer, 0);
//printf("timer now\n");
glutPostRedisplay();
angle+=1;///自動轉很帥
earthX=0.8*cos(angle*3.14/180);
earthY=0.8*sin(angle*3.14/180);
}
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