#include<GL/glut.h>
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotated(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
}
void timer (int t)
{
glutTimerFunc(10, timer, 0);
angle+=1;
glutPostRedisplay();
}
int main (int argc,char**argv)
{
glutInit(&argc,argv);
glutCreateWindow("3D");
glutDisplayFunc(display);
glutTimerFunc(1,timer,0); //1000 msec=1sec,10 msec=0.01
glutMainLoop();
}
#include<GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angle=0;
GLUquadric * quad;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, -1,-1,0);
gluQuadricTexture(quad, 1);///新增二次曲線
gluSphere(quad, 0.5, 30, 30);///球體
glPopMatrix();
glFlush();
angle+=0.1;
}
void init()
{
quad=gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg");
cvCvtColor(img, img, CV_BGR2RGB); /// ConVerT Color 把圖 BGR 變成 RGB
glEnable(GL_TEXTURE_2D); ///開啟 2D貼圖功能
GLuint id; /// unsigned int 整數, 要存你的貼圖ID
glGenTextures(1, & id ); /// Generate 產生貼圖ID
glBindTexture(GL_TEXTURE_2D, id); /// Bind 綁貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///參數設定 貼圖 S軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///參數設定 貼圖 T軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///參數設定 貼圖放大時 就用最近點 內插
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///參數設定 貼圖縮小時 就用最近點 內插
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
} /// 很長的一行, 把 image的圖, 全部設成貼圖的內容
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display);
glutIdleFunc(display);
init();
glutMainLoop();
}
#include<GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angle=0;
GLUquadric * quad;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, -1,-1,0);
gluQuadricTexture(quad, 1);///新增二次曲線
gluSphere(quad, 0.5, 30, 30);///球體
glPopMatrix();
glFlush();
angle+=0.1;
}
void timer (int t)
{
glutTimerFunc(10, timer, 0);
angle+=1;
glutPostRedisplay();
}
GLuint id;
GLuint id2;
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 init()
{
quad=gluNewQuadric();
IplImage * img = cvLoadImage("image.jpg");
cvCvtColor(img, img, CV_BGR2RGB); /// ConVerT Color 把圖 BGR 變成 RGB
glEnable(GL_TEXTURE_2D); ///開啟 2D貼圖功能
///GLuint id; /// unsigned int 整數, 要存你的貼圖ID
glGenTextures(1, & id ); /// Generate 產生貼圖ID
glBindTexture(GL_TEXTURE_2D, id); /// Bind 綁貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///參數設定 貼圖 S軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///參數設定 貼圖 T軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///參數設定 貼圖放大時 就用最近點 內插
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///參數設定 貼圖縮小時 就用最近點 內插
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
IplImage * img2 = cvLoadImage("image2.jpg");
cvCvtColor(img2, img2, CV_BGR2RGB); /// ConVerT Color 把圖 BGR 變成 RGB
glEnable(GL_TEXTURE_2D); ///開啟 2D貼圖功能
///GLuint id2; /// unsigned int 整數, 要存你的貼圖ID
glGenTextures(1, & id2 ); /// Generate 產生貼圖ID
glBindTexture(GL_TEXTURE_2D, id2); /// Bind 綁貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///參數設定 貼圖 S軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///參數設定 貼圖 T軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///參數設定 貼圖放大時 就用最近點 內插
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///參數設定 貼圖縮小時 就用最近點 內插
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2->width, img2->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img2->imageData);
} /// 很長的一行, 把 image的圖, 全部設成貼圖的內容
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(1,timer,0);
glutMouseFunc(mouse);
init();
glutMainLoop();
}
改寫法int myTexture()設一個貼圖涵式
#include<GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angle=0;
GLUquadric * quad;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, -1,-1,0);
gluQuadricTexture(quad, 1);///新增二次曲線
gluSphere(quad, 0.5, 30, 30);///球體
glPopMatrix();
glFlush();
angle+=0.1;
}
void timer (int t)
{
glutTimerFunc(10, timer, 0);
angle+=1;
glutPostRedisplay();
}
GLuint id;
GLuint id2;
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);
}
int myTexture(char *filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img, img, CV_BGR2RGB); /// ConVerT Color 把圖 BGR 變成 RGB
glEnable(GL_TEXTURE_2D); ///開啟 2D貼圖功能
GLuint id; /// unsigned int 整數, 要存你的貼圖ID
glGenTextures(1, & id ); /// Generate 產生貼圖ID
glBindTexture(GL_TEXTURE_2D, id); /// Bind 綁貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ///參數設定 貼圖 S軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ///參數設定 貼圖 T軸 如果超過了, 就REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ///參數設定 貼圖放大時 就用最近點 內插
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ///參數設定 貼圖縮小時 就用最近點 內插
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id; ///因為是int的型態所以要回傳
}
void init()
{
quad=gluNewQuadric();
id=myTexture("image.jpg");
id2=myTexture("image2.jpg");
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(1,timer,0);
glutMouseFunc(mouse);
init();
glutMainLoop();
}
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