📄 文理影射.cpp
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#include<windows.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glaux.h>
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Init(void);
void MakeImage(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);
#define ImageWidth 64
#define ImageHeight 64
GLubyte Image[ImageWidth][ImageHeight][3];
void MakeImage(void)
{
int i,j,r,g,b;
for(i=0;i<ImageWidth;i++)
{
for(j=0;j<ImageHeight;j++)
{
r=(i*j)%255;
g=(4*i)%255;
b=(4*i)%255;
Image[i][j][0]=(GLubyte)r;
Image[i][j][1]=(GLubyte)g;
Image[i][j][2]=(GLubyte)b;
}
}
}
void Init(void)
{
glClearColor(0.0,0.0,0.0,0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
MakeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,3,ImageWidth, //二维文理函数
ImageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,&Image[0][0][0]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); //滤波函数参数GL_TEXTURE_2D一维或二维,
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); //GL_TEXTURE_WRAP_S表示重复在s或t方向上重复
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);//GL_TEXTURE_MAG_FILTER MAB是放大滤波MIN是缩小滤波
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);//GL_NEAREST取像素使图形走样
glTexEnvf(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_DECAL);//文理影射函数
//如果第二个参数是GL_TEXTURE_ENV_MODE,那么第三个参数可以是GL_DECAL,GL_MODULATE,GL_GL_BLEND设文理值与表面的颜色的处理方式
//如果第二个参数是GL_TEXTURE_ENV_COLOR,那么第三个参数必须是浮点R,G,B,A的数组,而且在采用GL_BLEND文理函数是才可用
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
}
void CALLBACK Paint(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex3f(-2.0,-1.0,0.0);
glTexCoord2f(0.0,1.0); //文理坐标函数,可以用自动文理坐标函数
//void glTexGen{if}[v](GLenum coord,GLenum pname,TYPE para);参数coord必须
//是GL_S,GL_T,GL_R,GL_Q它指定文理坐标S,T,R,Q中的一个为自动生成的文理坐标
//参数pname可以是GL_TEXTURE_GEN_MODE,GL_OGJECT_PLANE,GL_EYE_PLANE
//参数para根据参数pname来决定,为GL_TEXTURE_GEN_MODE时para是一个常数GL_OBJECT_LINEAR,
//GL_EYE_LINEAR,GL_SPHERE_MAP,他们决定哪个函数产生文理坐标。pname如果是其他的则para是
//指象参数数组的指针
glVertex3f(-2.0,1.0,0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(0.0,1.0,0.0);
glTexCoord2f(1.0,0.0);
glVertex3f(0.0,-1.0,0.0);
glTexCoord2f(0.0,0.0);
glVertex3f(1.0,-1.0,0.0);
glTexCoord2f(0.0,1.0);
glVertex3f(1.0,1.0,0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(2.41421,1.0,-1.41421);
glTexCoord2f(1.0,0.0);
glVertex3f(2.41421,-1.0,-1.41421);
glEnd();
glFlush();
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,1.0*(GLfloat)w/(GLfloat)h,1.0,30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-3.6);
}
void main(void)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition(0,0,500,500);
auxInitWindow("生成简单文理");
Init();
auxReshapeFunc(Resize);
auxMainLoop(Paint);
}
/*二维文理定义函数是:
void glTexImage2D(GLenum target,GLint level,GLint components,
GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type
,const GLvoid *pixels)*/
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