?? texbind.cpp
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/*
* License Applicability. Except to the extent portions of this file are
* made subject to an alternative license as permitted in the SGI Free
* Software License B, Version 1.1 (the "License"), the contents of this
* file are subject only to the provisions of the License. You may not use
* this file except in compliance with the License. You may obtain a copy
* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
* Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
*
* http://oss.sgi.com/projects/FreeB
*
* Note that, as provided in the License, the Software is distributed on an
* "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
* PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
*
* Original Code. The Original Code is: OpenGL Sample Implementation,
* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
* Copyright in any portions created by third parties is as indicated
* elsewhere herein. All Rights Reserved.
*
* Additional Notice Provisions: The application programming interfaces
* established by SGI in conjunction with the Original Code are The
* OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
* April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
* 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
* Window System(R) (Version 1.3), released October 19, 1998. This software
* was created using the OpenGL(R) version 1.2.1 Sample Implementation
* published by SGI, but has not been independently verified as being
* compliant with the OpenGL(R) version 1.2.1 Specification.
*
*/
/* texbind.c
* This program demonstrates using glBindTexture() by
* creating and managing two textures.
*/
#include "stdafx.h"
#include <stdlib.h>
#include <stdio.h>
#include <gles/gl.h>
#include <math.h>
static void display(void);
static void reshape(int w,int h);
static void init(void);
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
static GLubyte otherImage[checkImageHeight][checkImageWidth][4];
static GLuint texName[2];
static void makeCheckImages(void)
{
int i, j, c;
for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
c = ((((i&0x8)==0)^((j&0x8))==0))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
c = ((((i&0x10)==0)^((j&0x10))==0))*255;
otherImage[i][j][0] = (GLubyte) c;
otherImage[i][j][1] = (GLubyte) 0;
otherImage[i][j][2] = (GLubyte) 0;
otherImage[i][j][3] = (GLubyte) 255;
}
}
}
static void init(void)
{
static const GLfloat v[] = {
-2.0, -1.0, 0.0,
-2.0, 1.0, 0.0,
0.0, -1.0, 0.0,
0.0, 1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
2.41421f, -1.0, -1.41421f,
2.41421f, 1.0, -1.41421f,
};
static const GLfloat t[] = {
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
};
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(2, texName);
glBindTexture(GL_TEXTURE_2D, texName[0]);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
checkImage);
glBindTexture(GL_TEXTURE_2D, texName[1]);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
otherImage);
glEnable(GL_TEXTURE_2D);
glVertexPointer(3, GL_FLOAT, 0, v);
glTexCoordPointer(2, GL_FLOAT, 0, t);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void TexbindRender()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texName[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, texName[1]);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
glFlush();
}
static void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//ugluPerspectivef(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glFrustumf(-1.5f, 1.5f, -1.5f,1.5f, 1.0f, 30.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6f);
}
int TexbindDemo()
{
init ();
reshape(WINDOW_WIDTH, WINDOW_HEIGHT);
return 1;
}
int TexbindDeinit()
{
return 1;
}
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