📄 texgen.c
字号:
// TexGen.c
// OpenGL SuperBible
// Demonstrates OpenGL Texture Coordinate Generation
// Program by Richard S. Wright Jr.
#include "../../Common/OpenGLSB.h" // System and OpenGL Stuff
#include "../../Common/gltools.h" // gltools library
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
GLuint toTextures[2]; // Two texture objects
int iRenderMode = 3; // Sphere Mapped is default
///////////////////////////////////////////////////////////////////////////////
// Reset flags as appropriate in response to menu selections
void ProcessMenu(int value)
{
// Projection plane
GLfloat zPlane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
// Store render mode
iRenderMode = value;
// Set up textgen based on menu selection
switch(value)
{
case 1:
// Object Linear
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, zPlane);
glTexGenfv(GL_T, GL_OBJECT_PLANE, zPlane);
break;
case 2:
// Eye Linear
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, zPlane);
glTexGenfv(GL_T, GL_EYE_PLANE, zPlane);
break;
case 3:
default:
// Sphere Map
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
break;
}
glutPostRedisplay(); // Redisplay
}
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Switch to orthographic view for background drawing
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0f, 1.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, toTextures[1]); // Background texture
// We will specify texture coordinates
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
// No depth buffer writes for background
glDepthMask(GL_FALSE);
// Background image
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glEnd();
// Back to 3D land
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
// Turn texgen and depth writing back on
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glDepthMask(GL_TRUE);
// May need to swtich to stripe texture
if(iRenderMode != 3)
glBindTexture(GL_TEXTURE_2D, toTextures[0]);
// Save the matrix state and do the rotations
glPushMatrix();
glTranslatef(0.0f, 0.0f, -2.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Draw the tours
gltDrawTorus(0.35, 0.15, 61, 37);
// Restore the matrix state
glPopMatrix();
// Display the results
glutSwapBuffers();
}
///////////////////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
GLbyte *pBytes; // Texture bytes
GLint iComponents, iWidth, iHeight; // Texture sizes
GLenum eFormat; // Texture format
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
// White background
glClearColor(1.0f, 1.0f, 1.0f, 1.0f );
// Decal texture environment
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
// Two textures
glGenTextures(2, toTextures);
///////////////////////////////////////////
// Load the main texture
glBindTexture(GL_TEXTURE_2D, toTextures[0]);
pBytes = gltLoadTGA("stripes.tga", &iWidth, &iHeight, &iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, (void *)pBytes);
free(pBytes);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_2D);
///////////////////////////////////////////
// Load environment map
glBindTexture(GL_TEXTURE_2D, toTextures[1]);
pBytes = gltLoadTGA("Environment.tga", &iWidth, &iHeight, &iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, (void *)pBytes);
free(pBytes);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_2D);
// Turn on texture coordiante generation
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
// Sphere Map will be the default
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
}
/////////////////////////////////////////////////////
// Handle arrow keys
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
// Refresh the Window
glutPostRedisplay();
}
//////////////////////////////////////////////////////////
// Reset projection and light position
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
fAspect = (GLfloat) w / (GLfloat) h;
gluPerspective(45.0f, fAspect, 1.0f, 225.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
///////////////////////////////////////////////////////////////////////////////
// Program Entry Point
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow("Texture Coordinate Generation");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
// Create the Menu
glutCreateMenu(ProcessMenu);
glutAddMenuEntry("Object Linear",1);
glutAddMenuEntry("Eye Linear",2);
glutAddMenuEntry("Sphere Map",3);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
// Don't forget the texture objects
glDeleteTextures(2, toTextures);
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 + -