基本信息
源码名称:纹理盒子.cpp
源码大小:5.75KB
文件格式:.cpp
开发语言:C/C++
更新时间:2020-11-15
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源码介绍
#include <gl/glut.h>
#include <stdio.h> //标准输入/输出头文件
#include <gl/glaux.h> //用于位图加载的库文件
#define WindowWidth 400
#define WindowHeight 400
#define WindowTitle "OpenGL纹理测试"
GLuint texture[6]; // 创建一个全局的纹理数组,用来存储将位图转换之后得到的纹理,对应于立方体的6个面
GLfloat xrot; //沿着X旋转的变量
GLfloat yrot; //沿着Y旋转的变量
GLfloat zrot; //沿着z旋转的变量
/*加载位图文件*/
AUX_RGBImageRec *LoadBMP(char *Filename) //根据位图文件名加载
{
FILE *file = NULL; //文件指针
if (!Filename)
{
return NULL; //如果没有指定位图文件名称就返回NULL
}
file = fopen(Filename, "r"); //根据指定的位图文件名称,打开该位图文件
if (file) //如果该位图文件存在
{
fclose(file); // 因为只是需要判断问题是否存在,而不需要对位图文件进行写操作,所以关闭位图文件
return auxDIBImageLoad(Filename); // 其实,只需要一个真正存在的位图文件的名称,实现加载位图文件,并返回一个指针
}
return NULL; //位图文件加载失败就返回NULL
}
//读入纹理
bool LoadTexture()
{
bool Status = FALSE;
AUX_RGBImageRec *TextureImage[6];
memset(TextureImage, 0, sizeof(void*) * 6); //设置的只有一个纹理
TextureImage[0] = LoadBMP("PIC/No1.bmp"); //载入图片纹理1
TextureImage[1] = LoadBMP("PIC/No2.bmp"); //载入图片纹理2
TextureImage[2] = LoadBMP("PIC/No3.bmp"); //载入图片纹理3
TextureImage[3] = LoadBMP("PIC/No4.bmp");
TextureImage[4] = LoadBMP("PIC/No5.bmp");
TextureImage[5] = LoadBMP("PIC/No6.bmp");
if (TextureImage[0] && TextureImage[1] && TextureImage[2] && TextureImage[3] && TextureImage[4] && TextureImage[5])
{
Status = true;
for (int i = 0; i<6; i )
{
glGenTextures(1, &texture[i]); //创建纹理
//设置纹理映射模式
glBindTexture(GL_TEXTURE_2D, texture[i]); //绑定纹理
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//具体指定二维纹理图元
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[i]->sizeX, TextureImage[i]->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, TextureImage[i]->data);
}
}
//释放后面无用的资源
for (int i = 0; i<6; i )
{
if (TextureImage)
{
if (TextureImage[i]->data)
{
free(TextureImage[i]->data);
}//if
free(TextureImage[i]);
}//if
}//for
return Status;
}
int init()
{
if (LoadTexture() == false)
{
return 0;
}//if
//初始化纹理
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
xrot = 0.0f;
yrot = 0.0f;
zrot = 0.0f;
return TRUE;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
//Front Face
glBindTexture(GL_TEXTURE_2D, texture[0]); // 选择第一个纹理texture[0],进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
//Back Face
glBindTexture(GL_TEXTURE_2D, texture[1]); // 选择第二个纹理,进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
//Top Face
glBindTexture(GL_TEXTURE_2D, texture[2]); // 选择第三个纹理,进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glEnd();
//Bottom Face
glBindTexture(GL_TEXTURE_2D, texture[3]); // 选择第四个纹理,进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();
//Right Face
glBindTexture(GL_TEXTURE_2D, texture[4]); // 选择第五个纹理,进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glEnd();
//Left Face
glBindTexture(GL_TEXTURE_2D, texture[5]); // 选择第六个纹理,进行贴纹理
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glFlush();
glutSwapBuffers(); //动画实现第二步:交互双缓冲
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)WindowWidth, (GLsizei)WindowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0, (GLfloat)WindowWidth / (GLfloat)WindowHeight, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/*动画效果 */
void myIdle(void) {
xrot = 0.3f;
yrot = 0.2f;
zrot = 0.4f;
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);//动画实现第一步:开启双缓冲
glutInitWindowPosition(100, 100);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WindowTitle);
init();
glutDisplayFunc(&display);
glutReshapeFunc(reshape);
glutIdleFunc(&myIdle); // 动画实现第三步:空闲时绘制
glutMainLoop();
return 0;
}