如果如果圖片很小的話像素小不限制,但像素大的圖片像素大小限制要4的倍數
不然load進glTexImage2D會有ig9icd32.dll 存取違規問題
教學: https://www.itread01.com/content/1546539304.html
opencv現在不提供x86版本(32-bit),因此要下載比較舊的版本(2.4.9)
opencv2.4.9地址:https://sourceforge.net/projects/opencvlibrary/files/opencv-win/2.4.9/opencv-2.4.9.exe/download
組態選Debug,平台選Win32
屬性>VC++目錄>Include目錄 : 加入opencv\build\include
屬性>VC++目錄>程式庫目錄 : 加入opencv\build\x86\vc12\lib
屬性>連結器>輸入>其他相依性
opencv_core249d.lib
opencv_highgui249d.lib
opencv_imgproc249d.lib
執行後會一直跟你說找不到dll檔,請直接將檔案複製到C:\Windows\SysWOW64即可解決
opencv的dll檔在opencv\build\x86\vc12\bin
其他的dll: https://cvfiasd.pixnet.net/blog/post/179918357
我把以上所需的檔案放在DLL資料夾裡,可直接下載移動
先運行此code,如果成功再加入opengl
#include<opencv2\opencv.hpp>
using namespace cv;
int main() {
//【1】讀入一張圖片
Mat img = imread("圖片名稱");
//【2】在視窗中顯示載入的圖片
imshow("【載入的圖片】", img);
//【3】等待3000ms後窗口自動關閉
waitKey(3000);
}
範例code: https://blog.csdn.net/cd_yourheart/article/details/120667803
#include <GL/freeglut.h>
#include <opencv2/opencv.hpp>
#include <iostream>
using namespace std;
using namespace cv;
#define WindowWidth 400
#define WindowHeight 400
#define WindowTitle "OpenGL紋理測試"
//定義兩個紋理對象編號
GLuint texGround;
GLuint texWall;
static GLfloat angle = 0.0f; //旋轉角度
/* 函數load_texture
* 讀取一個BMP文件作為紋理
* 如果失敗,返回0,如果成功,返迴紋理編號
*/
GLuint load_texture(const char* file_name)
{
GLint width, height;
GLubyte* pixels = 0;
GLuint last_texture_ID = 0, texture_ID = 0;
Mat I = imread(file_name);
width = I.cols;
height = I.rows;
int pixellength = width * height * 3;
//開闢指針空間
pixels = new GLubyte[pixellength];
//圖像指針複製
memcpy(pixels, I.data, pixellength * sizeof(char));
// 分配一個新的紋理編號
glGenTextures(1, &texture_ID);
if (texture_ID == 0)
{
free(pixels);
return 0;
}
// 綁定新的紋理,載入紋理並設置紋理參數
// 在綁定前,先獲得原來綁定的紋理編號,以便在最後進行恢復
GLint lastTextureID = last_texture_ID;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTextureID);
glBindTexture(GL_TEXTURE_2D, texture_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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, lastTextureID); //恢復之前的紋理綁定
delete pixels;
return texture_ID;
}
void display(void)
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 設置視角
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100, 1, 1, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 20, 0, 0, 0, 0, 1, 0);
glRotatef(angle, 0.0f, 1.0f, 0.0f); //旋轉
// 繪製底面以及紋理
glBindTexture(GL_TEXTURE_2D, texGround);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-8.0f, 8.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-8.0f, -8.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(8.0f, -8.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(8.0f, 8.0f, 0.0f);
glEnd();
glLineWidth(3);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(10.0f, 0.0f, 0.0f);
glEnd();
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 10.0f, 0.0f);
glEnd();
// 繪製立面
//glBindTexture(GL_TEXTURE_2D, texWall);
//glBegin(GL_QUADS);
//glTexCoord2f(0.0f, 0.0f); glVertex3f(-8.0f, 8.0f, 0.0f);
//glTexCoord2f(0.0f, 1.0f); glVertex3f(-8.0f, 8.0f, 8.0f);
//glTexCoord2f(1.0f, 1.0f); glVertex3f(8.0f, -8.0f, 8.0f);
//glTexCoord2f(1.0f, 0.0f); glVertex3f(8.0f, -8.0f, 0.0f);
//glEnd();
//繪製另外一個立面
//glBegin(GL_QUADS);
//glTexCoord2f(2.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);
//glTexCoord2f(0.0f, 0.0f); glVertex3f(6.0f, 9.0f, 0.0f);
//glTexCoord2f(0.0f, 1.0f); glVertex3f(6.0f, 9.0f, 5.0f);
//glTexCoord2f(2.0f, 1.0f); glVertex3f(6.0f, -3.0f, 5.0f);
//glEnd();
glutSwapBuffers();
}
void myIdle(void)
{
angle += 0.1f;
if (angle >= 360.0f)
angle = 0.0f;
display();
}
int main(int argc, char* argv[])
{
// GLUT初始化
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WindowTitle);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D); // 啟用紋理
texGround = load_texture("jin.png"); //加載紋理
texWall = load_texture("jin.png");
cout << "###" << endl;
glutDisplayFunc(display); //註冊函數
glutIdleFunc(myIdle);
glutMainLoop(); //循環調用
return 0;
}