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; }