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📄 texture3d.c

📁 OpenGL学习资料
💻 C
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/* * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//*  texture3d.c *  This program demonstrates using a three-dimensional texture. *  It creates a 3D texture and then renders two rectangles *  with different texture coordinates to obtain different *  "slices" of the 3D texture. */#include <GL/glut.h>#include <stdlib.h>#include <stdio.h>#ifdef GL_VERSION_1_2#define	iWidth 16#define	iHeight 16#define iDepth 16static GLubyte image[iDepth][iHeight][iWidth][3];static GLuint texName;/*  Create a 16x16x16x3 array with different color values in *  each array element [r, g, b].  Values range from 0 to 255. */void makeImage(void){   int s, t, r;       for (s = 0; s < 16; s++)      for (t = 0; t < 16; t++)         for (r = 0; r < 16; r++) {            image[r][t][s][0] = (GLubyte) (s * 17);            image[r][t][s][1] = (GLubyte) (t * 17);            image[r][t][s][2] = (GLubyte) (r * 17);         }}void init(void){       glClearColor (0.0, 0.0, 0.0, 0.0);   glShadeModel(GL_FLAT);   glEnable(GL_DEPTH_TEST);   makeImage();   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);   glGenTextures(1, &texName);   glBindTexture(GL_TEXTURE_3D, texName);   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,                    GL_NEAREST);   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,                    GL_NEAREST);   glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, iWidth, iHeight,                iDepth, 0, GL_RGB, GL_UNSIGNED_BYTE, image);   glEnable(GL_TEXTURE_3D);}void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   glBegin(GL_QUADS);   glTexCoord3f(0.0, 0.0, 0.0); glVertex3f(-2.25, -1.0, 0.0);   glTexCoord3f(0.0, 1.0, 0.0); glVertex3f(-2.25, 1.0, 0.0);   glTexCoord3f(1.0, 1.0, 1.0); glVertex3f(-0.25, 1.0, 0.0);   glTexCoord3f(1.0, 0.0, 1.0); glVertex3f(-0.25, -1.0, 0.0);   glTexCoord3f(0.0, 0.0, 1.0); glVertex3f(0.25, -1.0, 0.0);   glTexCoord3f(0.0, 1.0, 1.0); glVertex3f(0.25, 1.0, 0.0);   glTexCoord3f(1.0, 1.0, 0.0); glVertex3f(2.25, 1.0, 0.0);   glTexCoord3f(1.0, 0.0, 0.0); glVertex3f(2.25, -1.0, 0.0);   glEnd();   glFlush();}void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();   glTranslatef(0.0, 0.0, -4.0);}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize(250, 250);   glutInitWindowPosition(100, 100);   glutCreateWindow(argv[0]);   init();   glutReshapeFunc(reshape);   glutDisplayFunc(display);   glutKeyboardFunc (keyboard);   glutMainLoop();   return 0; }#elseint main(int argc, char** argv){    fprintf (stderr, "This program demonstrates a feature which is not in OpenGL Version 1.0 or 1.1.\n");    fprintf (stderr, "If your implementation of OpenGL has the right extensions,\n");    fprintf (stderr, "you may be able to modify this program to make it run.\n");    return 0;}#endif

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