2014年5月8日 星期四

第十二次課堂作業


#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
IplImage *img1, *img2, *img3, *img4, *img5;
GLuint id1,id2,id3,id4,id5;
float angleX=0;
void myTexture()
{
img1 = cvLoadImage("imgbody.png");
img2 = cvLoadImage("imgleg1.png");
img3 = cvLoadImage("imgleg2.png");
img4 = cvLoadImage("imghand1.png");
img5 = cvLoadImage("imghand2.png");
cvCvtColor(img1, img1, CV_BGR2RGB);
cvCvtColor(img2, img2, CV_BGR2RGB);
cvCvtColor(img3, img3, CV_BGR2RGB);
cvCvtColor(img4, img4, CV_BGR2RGB);
cvCvtColor(img5, img5, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id1);
glGenTextures(1, &id2);
glGenTextures(1, &id3);
glGenTextures(1, &id4);
glGenTextures(1, &id5);
glBindTexture(GL_TEXTURE_2D, id1);
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, img1->width, img1->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img1->imageData);
glBindTexture(GL_TEXTURE_2D, id2);
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, img2->width, img2->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img2->imageData);
glBindTexture(GL_TEXTURE_2D, id3);
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, img3->width, img3->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img3->imageData);
glBindTexture(GL_TEXTURE_2D, id4);
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, img4->width, img4->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img4->imageData);
glBindTexture(GL_TEXTURE_2D, id5);
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, img5->width, img5->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img5->imageData);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX ,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers(); 
}
void keyboard (unsigned char key , int x,int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay(); 
}
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);

}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}


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