最終更新: mikk_ni3_92 2007年10月03日(水) 17:33:45履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> マルチテクスチャの使用
#include <cstdio>
#include <cstdlib>
#include <cv.h>
#include <highgui.h>
#include <GL/glut.h>
#include <GL/glext.h>
#if defined(WIN32)
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
#endif
void display();
void reshape(int w, int h);
void timer(int value);
void DRAW_SQU();
inline void GET_ADDRESS();
using namespace std;
#define TEXT_N 2
const char *files[]={"test2.jpg","file5.jpg"};
/*****[テクスチャ関連]*****/
GLuint texture[2];
/*****[画像読み込み準備]******************/
inline void LoadGLTextures()
{
GET_ADDRESS();
IplImage *image1[TEXT_N];
glGenTextures(TEXT_N, &texture[0]);
for(int i = 0;i<TEXT_N;i++)
{
image1[i]=cvLoadImage(files[i],CV_LOAD_IMAGE_ANYDEPTH | CV_LOAD_IMAGE_ANYCOLOR);
if(image1[i]==NULL)
{
printf("can't load image \n");
std::exit(0);
}
cvCvtColor(image1[i], image1[i], CV_BGR2RGB);
cvFlip(image1[i],NULL,0);
/******* テクスチャ作成 ****************/
glBindTexture(GL_TEXTURE_2D, texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1[i]->width,image1[i]->height, GL_RGB,GL_UNSIGNED_BYTE,image1[i]->imageData);
cvReleaseImage( &image1[i] );
}
};
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(100,timer,0);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
LoadGLTextures();
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static int r = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotated((double)r, 0.0, 1.0, 0.0);
DRAW_SQU();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
r = r + 1;
if(r > 360)
{
r= 0;
}
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(1,timer,0); //タイマー関数
}
/**********[ここから各種関数]***********************/
void DRAW_SQU()
{
/* テクスチャ0、アクティブ */
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
/* テクスチャ1、アクティブ */
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
glVertex2d(-1,1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex2d(-1,-1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
glVertex2d(1,-1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
glVertex2d(1,1);
glEnd();
glDisable(GL_TEXTURE_2D);
}
inline void GET_ADDRESS()
{
#if defined(WIN32)
glActiveTextureARB =
(PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
if (!glActiveTextureARB)
{
printf("can't get glActiveTextureARB Address");
std::exit(0);
}
glMultiTexCoord2fARB =
(PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB");
if (!glMultiTexCoord2fARB)
{
printf("can't get glMultiTexCoord2fARB Address");
std::exit(0);
}
#endif
}
#include <cstdio>
#include <cstdlib>
#include <cv.h>
#include <highgui.h>
#include <GL/glut.h>
#include <GL/glext.h>
#if defined(WIN32)
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
#endif
void display();
void reshape(int w, int h);
void timer(int value);
void DRAW_SQU();
inline void GET_ADDRESS();
using namespace std;
#define TEXT_N 2
const char *files[]={"test2.jpg","file5.jpg"};
/*****[テクスチャ関連]*****/
GLuint texture[2];
/*****[画像読み込み準備]******************/
inline void LoadGLTextures()
{
GET_ADDRESS();
IplImage *image1[TEXT_N];
glGenTextures(TEXT_N, &texture[0]);
for(int i = 0;i<TEXT_N;i++)
{
image1[i]=cvLoadImage(files[i],CV_LOAD_IMAGE_ANYDEPTH | CV_LOAD_IMAGE_ANYCOLOR);
if(image1[i]==NULL)
{
printf("can't load image \n");
std::exit(0);
}
cvCvtColor(image1[i], image1[i], CV_BGR2RGB);
cvFlip(image1[i],NULL,0);
/******* テクスチャ作成 ****************/
glBindTexture(GL_TEXTURE_2D, texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1[i]->width,image1[i]->height, GL_RGB,GL_UNSIGNED_BYTE,image1[i]->imageData);
cvReleaseImage( &image1[i] );
}
};
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(100,timer,0);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
LoadGLTextures();
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static int r = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotated((double)r, 0.0, 1.0, 0.0);
DRAW_SQU();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
r = r + 1;
if(r > 360)
{
r= 0;
}
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(1,timer,0); //タイマー関数
}
/**********[ここから各種関数]***********************/
void DRAW_SQU()
{
/* テクスチャ0、アクティブ */
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
/* テクスチャ1、アクティブ */
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
glVertex2d(-1,1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex2d(-1,-1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
glVertex2d(1,-1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
glVertex2d(1,1);
glEnd();
glDisable(GL_TEXTURE_2D);
}
inline void GET_ADDRESS()
{
#if defined(WIN32)
glActiveTextureARB =
(PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
if (!glActiveTextureARB)
{
printf("can't get glActiveTextureARB Address");
std::exit(0);
}
glMultiTexCoord2fARB =
(PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB");
if (!glMultiTexCoord2fARB)
{
printf("can't get glMultiTexCoord2fARB Address");
std::exit(0);
}
#endif
}