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📄 texturesurf.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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//*  texturesurf.c *  This program uses evaluators to generate a curved *  surface and automatically generated texture coordinates. */#include <GL/glut.h>#include <stdlib.h>#include <math.h>GLfloat ctrlpoints[4][4][3] = {   {{ -1.5, -1.5, 4.0}, { -0.5, -1.5, 2.0},     {0.5, -1.5, -1.0}, {1.5, -1.5, 2.0}},    {{ -1.5, -0.5, 1.0}, { -0.5, -0.5, 3.0},     {0.5, -0.5, 0.0}, {1.5, -0.5, -1.0}},    {{ -1.5, 0.5, 4.0}, { -0.5, 0.5, 0.0},     {0.5, 0.5, 3.0}, {1.5, 0.5, 4.0}},    {{ -1.5, 1.5, -2.0}, { -0.5, 1.5, -2.0},     {0.5, 1.5, 0.0}, {1.5, 1.5, -1.0}}};GLfloat texpts[2][2][2] = {{{0.0, 0.0}, {0.0, 1.0}}, 			{{1.0, 0.0}, {1.0, 1.0}}};void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   glColor3f(1.0, 1.0, 1.0);   glEvalMesh2(GL_FILL, 0, 20, 0, 20);   glFlush();}#define	imageWidth 64#define	imageHeight 64GLubyte image[3*imageWidth*imageHeight];void makeImage(void){   int i, j;   float ti, tj;      for (i = 0; i < imageWidth; i++) {      ti = 2.0*3.14159265*i/imageWidth;      for (j = 0; j < imageHeight; j++) {         tj = 2.0*3.14159265*j/imageHeight;         image[3*(imageHeight*i+j)] = (GLubyte) 127*(1.0+sin(ti));         image[3*(imageHeight*i+j)+1] = (GLubyte) 127*(1.0+cos(2*tj));         image[3*(imageHeight*i+j)+2] = (GLubyte) 127*(1.0+cos(ti+tj));      }   }}void init(void){   glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,           0, 1, 12, 4, &ctrlpoints[0][0][0]);   glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2,            0, 1, 4, 2, &texpts[0][0][0]);   glEnable(GL_MAP2_TEXTURE_COORD_2);   glEnable(GL_MAP2_VERTEX_3);   glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);   makeImage();   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);   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);   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0,                GL_RGB, GL_UNSIGNED_BYTE, image);   glEnable(GL_TEXTURE_2D);   glEnable(GL_DEPTH_TEST);   glShadeModel (GL_FLAT);}void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= h)      glOrtho(-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,               4.0*(GLfloat)h/(GLfloat)w, -4.0, 4.0);   else      glOrtho(-4.0*(GLfloat)w/(GLfloat)h,               4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -4.0, 4.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();   glRotatef(85.0, 1.0, 1.0, 1.0);}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 (500, 500);   glutInitWindowPosition (100, 100);   glutCreateWindow (argv[0]);   init ();   glutDisplayFunc(display);   glutReshapeFunc(reshape);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;}

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