2014年5月9日 星期五

01160996_week12_hw12



#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;

void myTexture()
{
    GLuint id;
    IplImage * img = cvLoadImage("imgBody.jpg");
    cvCvtColor(img, img, CV_BGR2RGB);
    glEnable(GL_TEXTURE_2D);
    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);
}
void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') angleX+=5;
    if(key=='2') angleX-=5;
    glutPostRedisplay();//請電腦重新畫一次畫面
}

/*void myLight()
{
    const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
*/
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glPushMatrix();
        glScalef(0.2, 0.5, 0.5);
        glBegin(GL_POLYGON);
        glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0);
        glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0);
        glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0);
        glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0);
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

int main()
{
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week11");
   
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
   
    myTexture();
//    myLight();
    glutMainLoop();
}

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