2014年4月10日 星期四

01160456_謝之麟, HW08, Week08


#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLUquadric * quad=NULL;
float angle=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

 glPushMatrix();
 glRotatef(90,1,0,0);

 glRotatef(angle,0,0,1);
 gluQuadricTexture(quad,true);
 gluSphere(quad,0.5,30,30);
 glPopMatrix();

 glutSwapBuffers();
}

void idle()
{
     angle++;
     glutPostRedisplay();
     }

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week08");
 glutDisplayFunc(display);
 glutIdleFunc(idle);

 //NEW
 GLuint id;
 IplImage * img = cvLoadImage("earth.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);
 //NEW

 quad = gluNewQuadric();
 glutMainLoop();
}


---------------------------------------------------------------------------------------------
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLMmodel * model=NULL;
GLUquadric * quad=NULL;
float angle=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();

 glScalef(3,3,3);
 glRotatef(angle,0,0,1);
 gluQuadricTexture(quad,true);
 gluSphere(quad,0.1,30,30);
 glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);

 glPopMatrix();
 glutSwapBuffers();
}

void idle()
{
     angle++;
     glutPostRedisplay();
     }

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week08");
 glutDisplayFunc(display);
 glutIdleFunc(idle);

 //NEW
 GLuint id;
 IplImage * img = cvLoadImage("earth.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);
 //NEW

 quad = gluNewQuadric();
 model = glmReadOBJ("MeshedReconstruction.obj");
 glmUnitize(model);
 glmFaceNormals(model);
 glmVertexNormals(model, 90);
 glutMainLoop();
}


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