2014年3月28日 星期五

讀檔+地球茶壺+轉動地球

必須將C槽(安裝路徑)的Dev-Cpp的bin資料夾的opencv資料夾裡的所有bll檔
複製到主程式資料夾裡,才能執行成功

工具的編譯器選項: 在連結器命令列中加入以下的命令
     『-lcv -lcxcore -lhighgui』

#include <opencv/highgui.h>
int main()
{
IplImage *img=cvLoadImage("earth.jpg");
cvNamedWindow("week06");
cvShowImage("week06",img);
cvWaitKey(0);
}

圖片檔也要放入主程式的資料夾裡!!


#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06");
glutDisplayFunc(display);
glEnable(GL_TEXTURE_2D);
IplImage *img=cvLoadImage("earth.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
GLuint id;
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,
GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
glutMainLoop();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * quad=NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutSolidTeapot(0.3);
glPushMatrix();
glRotatef(angle,0,1,0);
glRotatef(90,1,0,0);
gluQuadricTexture(quad,true);
gluSphere(quad,1,30,30);     //半徑為1 
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle+=1;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160474");
glutDisplayFunc(display);
glutIdleFunc(idle);
glEnable(GL_TEXTURE_2D);
IplImage *img=cvLoadImage("earth.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
GLuint id;
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,
GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
quad=gluNewQuadric();
glutMainLoop();
}


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