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📄 mipmap.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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//*  mipmap.c *  This program demonstrates using mipmaps for texture maps. *  To overtly show the effect of mipmaps, each mipmap reduction *  level has a solidly colored, contrasting texture image. *  Thus, the quadrilateral which is drawn is drawn with several *  different colors. */#include <GL/glut.h>#include <stdlib.h>GLubyte mipmapImage32[32][32][4];GLubyte mipmapImage16[16][16][4];GLubyte mipmapImage8[8][8][4];GLubyte mipmapImage4[4][4][4];GLubyte mipmapImage2[2][2][4];GLubyte mipmapImage1[1][1][4];#ifdef GL_VERSION_1_1static GLuint texName;#endifvoid makeImages(void){   int i, j;       for (i = 0; i < 32; i++) {      for (j = 0; j < 32; j++) {         mipmapImage32[i][j][0] = 255;         mipmapImage32[i][j][1] = 255;         mipmapImage32[i][j][2] = 0;         mipmapImage32[i][j][3] = 255;      }   }   for (i = 0; i < 16; i++) {      for (j = 0; j < 16; j++) {         mipmapImage16[i][j][0] = 255;         mipmapImage16[i][j][1] = 0;         mipmapImage16[i][j][2] = 255;         mipmapImage16[i][j][3] = 255;      }   }   for (i = 0; i < 8; i++) {      for (j = 0; j < 8; j++) {         mipmapImage8[i][j][0] = 255;         mipmapImage8[i][j][1] = 0;         mipmapImage8[i][j][2] = 0;         mipmapImage8[i][j][3] = 255;      }   }   for (i = 0; i < 4; i++) {      for (j = 0; j < 4; j++) {         mipmapImage4[i][j][0] = 0;         mipmapImage4[i][j][1] = 255;         mipmapImage4[i][j][2] = 0;         mipmapImage4[i][j][3] = 255;      }   }   for (i = 0; i < 2; i++) {      for (j = 0; j < 2; j++) {         mipmapImage2[i][j][0] = 0;         mipmapImage2[i][j][1] = 0;         mipmapImage2[i][j][2] = 255;         mipmapImage2[i][j][3] = 255;      }   }   mipmapImage1[0][0][0] = 255;   mipmapImage1[0][0][1] = 255;   mipmapImage1[0][0][2] = 255;   mipmapImage1[0][0][3] = 255;}void init(void){       glEnable(GL_DEPTH_TEST);   glShadeModel(GL_FLAT);   glTranslatef(0.0, 0.0, -3.6);   makeImages();   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);#ifdef GL_VERSION_1_1   glGenTextures(1, &texName);   glBindTexture(GL_TEXTURE_2D, texName);#endif   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,                    GL_NEAREST_MIPMAP_NEAREST);   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);   glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 16, 16, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage16);   glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 8, 8, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage8);   glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 4, 4, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage4);   glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 2, 2, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage2);   glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA, 1, 1, 0,                GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage1);   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);   glEnable(GL_TEXTURE_2D);}void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);#ifdef GL_VERSION_1_1   glBindTexture(GL_TEXTURE_2D, texName);#endif   glBegin(GL_QUADS);   glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);   glTexCoord2f(0.0, 8.0); glVertex3f(-2.0, 1.0, 0.0);   glTexCoord2f(8.0, 8.0); glVertex3f(2000.0, 1.0, -6000.0);   glTexCoord2f(8.0, 0.0); glVertex3f(2000.0, -1.0, -6000.0);   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, 30000.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();}void keyboard (unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;      default:         break;   }}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize (500, 500);   glutInitWindowPosition (50, 50);   glutCreateWindow (argv[0]);   init ();   glutDisplayFunc(display);   glutReshapeFunc(reshape);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;     }

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