2014年4月10日 星期四

第八周課堂作業



1)
#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);
 gluQuadricTexture(quad,true);
 gluSphere(quad,0.5,30,30);

 glutSwapBuffers();
}
void idle ()
{
 angle++;
 glutPostRedisplay();
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("week06");
 glutDisplayFunc(display);
 glutIdleFunc(idle);

 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);

 quad = gluNewQuadric();

 glutMainLoop();

}




2).旋轉地球內碼


#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("week06");
 glutDisplayFunc(display);
 glutIdleFunc(idle);

 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);

 quad = gluNewQuadric();

 glutMainLoop();

}

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