⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 texgen.c

📁 OpenGL学习资料
💻 C
字号:
/* * Copyright (c) 1993-1999, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *//*  texgen.c *  This program draws a texture mapped teapot with  *  automatically generated texture coordinates.  The *  texture is rendered as stripes on the teapot. *  Initially, the object is drawn with texture coordinates *  based upon the object coordinates of the vertex *  and distance from the plane x = 0.  Pressing the 'e' *  key changes the coordinate generation to eye coordinates *  of the vertex.  Pressing the 'o' key switches it back *  to the object coordinates.  Pressing the 's' key  *  changes the plane to a slanted one (x + y + z = 0). *  Pressing the 'x' key switches it back to x = 0. */#include <GL/glut.h>#include <stdlib.h>#include <stdio.h>#define	stripeImageWidth 32GLubyte stripeImage[4*stripeImageWidth];#ifdef GL_VERSION_1_1static GLuint texName;#endifvoid makeStripeImage(void){   int j;       for (j = 0; j < stripeImageWidth; j++) {      stripeImage[4*j] = (GLubyte) ((j<=4) ? 255 : 0);      stripeImage[4*j+1] = (GLubyte) ((j>4) ? 255 : 0);      stripeImage[4*j+2] = (GLubyte) 0;      stripeImage[4*j+3] = (GLubyte) 255;   }}/*  planes for texture coordinate generation  */static GLfloat xequalzero[] = {1.0, 0.0, 0.0, 0.0};static GLfloat slanted[] = {1.0, 1.0, 1.0, 0.0};static GLfloat *currentCoeff;static GLenum currentPlane;static GLint currentGenMode;void init(void){   glClearColor (0.0, 0.0, 0.0, 0.0);   glEnable(GL_DEPTH_TEST);   glShadeModel(GL_SMOOTH);   makeStripeImage();   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);#ifdef GL_VERSION_1_1   glGenTextures(1, &texName);   glBindTexture(GL_TEXTURE_1D, texName);#endif   glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);   glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);   glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);#ifdef GL_VERSION_1_1   glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, stripeImageWidth, 0,                GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);#else   glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0,                GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);#endif   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);   currentCoeff = xequalzero;   currentGenMode = GL_OBJECT_LINEAR;   currentPlane = GL_OBJECT_PLANE;   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);   glTexGenfv(GL_S, currentPlane, currentCoeff);   glEnable(GL_TEXTURE_GEN_S);   glEnable(GL_TEXTURE_1D);   glEnable(GL_CULL_FACE);   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);   glEnable(GL_AUTO_NORMAL);   glEnable(GL_NORMALIZE);   glFrontFace(GL_CW);   glCullFace(GL_BACK);   glMaterialf (GL_FRONT, GL_SHININESS, 64.0);}void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   glPushMatrix ();   glRotatef(45.0, 0.0, 0.0, 1.0);#ifdef GL_VERSION_1_1   glBindTexture(GL_TEXTURE_1D, texName);#endif   glutSolidTeapot(2.0);   glPopMatrix ();   glFlush();}void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= h)      glOrtho (-3.5, 3.5, -3.5*(GLfloat)h/(GLfloat)w,                3.5*(GLfloat)h/(GLfloat)w, -3.5, 3.5);   else      glOrtho (-3.5*(GLfloat)w/(GLfloat)h,                3.5*(GLfloat)w/(GLfloat)h, -3.5, 3.5, -3.5, 3.5);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();}void keyboard (unsigned char key, int x, int y){   switch (key) {      case 'e':      case 'E':         currentGenMode = GL_EYE_LINEAR;         currentPlane = GL_EYE_PLANE;         glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);         glTexGenfv(GL_S, currentPlane, currentCoeff);         glutPostRedisplay();         break;      case 'o':      case 'O':         currentGenMode = GL_OBJECT_LINEAR;         currentPlane = GL_OBJECT_PLANE;         glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);         glTexGenfv(GL_S, currentPlane, currentCoeff);         glutPostRedisplay();         break;      case 's':      case 'S':         currentCoeff = slanted;         glTexGenfv(GL_S, currentPlane, currentCoeff);         glutPostRedisplay();         break;      case 'x':      case 'X':         currentCoeff = xequalzero;         glTexGenfv(GL_S, currentPlane, currentCoeff);         glutPostRedisplay();         break;      case 27:         exit(0);         break;      default:         break;   }}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize(256, 256);   glutInitWindowPosition(100, 100);   glutCreateWindow (argv[0]);   init ();   glutDisplayFunc(display);   glutReshapeFunc(reshape);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -