pyramid.c
来自「OpeNGL超级宝典源代码. OpeNGL超级宝典源代码.」· C语言 代码 · 共 227 行
C
227 行
// Pyramid.c// Demonstrates Simple Texture Mapping// OpenGL SuperBible// Richard S. Wright Jr.#include "../../Common/OpenGLSB.h" // System and OpenGL Stuff#include "../../Common/GLTools.h" // GLTools// Rotation amountsstatic GLfloat xRot = 0.0f;static GLfloat yRot = 0.0f;// Change viewing volume and viewport. Called when window is resizedvoid 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); fAspect = (GLfloat)w/(GLfloat)h; // Reset coordinate system glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Produce the perspective projection gluPerspective(35.0f, fAspect, 1.0, 40.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }// This function does any needed initialization on the rendering// context. Here it sets up and initializes the lighting for// the scene.void SetupRC() { GLubyte *pBytes; GLint iWidth, iHeight, iComponents; GLenum eFormat; // Light values and coordinates GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f }; GLfloat sourceLight[] = { 0.25f, 0.25f, 0.25f, 1.0f }; GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f }; 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 // Enable lighting glEnable(GL_LIGHTING); // Setup and enable light 0 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight); glLightfv(GL_LIGHT0,GL_AMBIENT,sourceLight); glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight); glLightfv(GL_LIGHT0,GL_POSITION,lightPos); glEnable(GL_LIGHT0); // Enable color tracking glEnable(GL_COLOR_MATERIAL); // Set Material properties to follow glColor values glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // Black blue background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); // Load texture glPixelStorei(GL_UNPACK_ALIGNMENT, 1); pBytes = gltLoadTGA("Stone.tga", &iWidth, &iHeight, &iComponents, &eFormat); glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes); free(pBytes); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); }// Respond to arrow keysvoid 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; xRot = (GLfloat)((const int)xRot % 360); yRot = (GLfloat)((const int)yRot % 360); // Refresh the Window glutPostRedisplay(); }// Called to draw scenevoid RenderScene(void) { GLTVector3 vNormal; GLTVector3 vCorners[5] = { { 0.0f, .80f, 0.0f }, // Top 0 { -0.5f, 0.0f, -.50f }, // Back left 1 { 0.5f, 0.0f, -0.50f }, // Back right 2 { 0.5f, 0.0f, 0.5f }, // Front right 3 { -0.5f, 0.0f, 0.5f }}; // Front left 4 // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Save the matrix state and do the rotations glPushMatrix(); // Move object back and do in place rotation glTranslatef(0.0f, -0.25f, -4.0f); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); // Draw the Pyramid glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); // Bottom section - two triangles glNormal3f(0.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3fv(vCorners[2]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[4]); glTexCoord2f(0.0f, 1.0f); glVertex3fv(vCorners[1]); glTexCoord2f(1.0f, 1.0f); glVertex3fv(vCorners[2]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[3]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[4]); // Front Face gltGetNormalVector(vCorners[0], vCorners[4], vCorners[3], vNormal); glNormal3fv(vNormal); glTexCoord2f(0.5f, 1.0f); glVertex3fv(vCorners[0]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[4]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[3]); // Left Face gltGetNormalVector(vCorners[0], vCorners[1], vCorners[4], vNormal); glNormal3fv(vNormal); glTexCoord2f(0.5f, 1.0f); glVertex3fv(vCorners[0]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[1]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[4]); // Back Face gltGetNormalVector(vCorners[0], vCorners[2], vCorners[1], vNormal); glNormal3fv(vNormal); glTexCoord2f(0.5f, 1.0f); glVertex3fv(vCorners[0]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[2]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[1]); // Right Face gltGetNormalVector(vCorners[0], vCorners[3], vCorners[2], vNormal); glNormal3fv(vNormal); glTexCoord2f(0.5f, 1.0f); glVertex3fv(vCorners[0]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[3]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[2]); glEnd(); // Restore the matrix state glPopMatrix(); // Buffer swap glutSwapBuffers(); }int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(800, 600); glutCreateWindow("Textured Pyramid"); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); SetupRC(); glutMainLoop(); return 0; }
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