1.opencv安裝
2.選項選2或3
3.不要更換目標資料夾
4.重開codeblocks
5.設定Settings-compiler要加入三個設定
5.1.search 目錄 compiler 的include 目錄 加 C:\OpenCV2.1\include
5.3.加入linker 設定的 3個檔名cv210 cxcore210 highgui210
6. 新增file week05_opencv.cpp
下載圖片存入c槽並命名image.jpg
7.執行
8.進入老師的網站下載課本範例
9.
解壓縮windows.zip再把data.zip解壓縮放到windows中
10.從上課軟體下載freeglut
11.將壓縮檔解壓到桌面
12.點開freeglut後復製其連結
13.點開lib後將freeglut.a復製
14.改名為libglut32.a (124KB)
15.到codeblock開新的專案 file > project,(檔名為week05_opencv)
16..將之前的11行程式碼和剛剛opencv的三行貼上
18.將https://gist.github.com/jsyeh/5ed01210559721ec71b659b3ffed2dd7
#include <GL/glut.h>
#include <opencv/highgui.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
IplImage * img = cvLoadImage("c:/image.jpg");
cvShowImage("opencv",img);
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
glutMainLoop();
}
17.到codeblock開新的專案 file > project,(當名為week05_opencv_opengl_myTexture)
裡的18行貼上和剛剛的程式碼
#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>
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);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
myTexture("c:/image.jpg");
glutMainLoop();
}
19.新增week05_opencv_opengl_myTexture_glTexCoord2f
#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>
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);
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();
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
myTexture("c:/image.jpg");
glutMainLoop();
開啟新專案 week05_rotating_earth
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric * quad = NULL;
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;
}
float angle =0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotatef(90, 1, 0, 0);
glRotatef(angle++, 0, 0, 1);
gluSphere(quad, 1, 30, 30);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05");
glutIdleFunc(display);
glutDisplayFunc(display);
myTexture("c:/earth.jpg");
quad = gluNewQuadric();
gluQuadricTexture(quad, 1);
glutMainLoop();
}
.png)
.png)
.png)
.png)
.png)
.png)
.png)
沒有留言:
張貼留言