?? 文理影射.cpp
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#include<windows.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glaux.h>
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Init(void);
void MakeImage(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);
#define ImageWidth 64
#define ImageHeight 64
GLubyte Image[ImageWidth][ImageHeight][3];
void MakeImage(void)
{
int i,j,r,g,b;
for(i=0;i<ImageWidth;i++)
{
for(j=0;j<ImageHeight;j++)
{
r=(i*j)%255;
g=(4*i)%255;
b=(4*i)%255;
Image[i][j][0]=(GLubyte)r;
Image[i][j][1]=(GLubyte)g;
Image[i][j][2]=(GLubyte)b;
}
}
}
void Init(void)
{
glClearColor(0.0,0.0,0.0,0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
MakeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,3,ImageWidth, //二維文理函數(shù)
ImageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,&Image[0][0][0]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); //濾波函數(shù)參數(shù)GL_TEXTURE_2D一維或二維,
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); //GL_TEXTURE_WRAP_S表示重復(fù)在s或t方向上重復(fù)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);//GL_TEXTURE_MAG_FILTER MAB是放大濾波MIN是縮小濾波
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);//GL_NEAREST取像素使圖形走樣
glTexEnvf(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_DECAL);//文理影射函數(shù)
//如果第二個參數(shù)是GL_TEXTURE_ENV_MODE,那么第三個參數(shù)可以是GL_DECAL,GL_MODULATE,GL_GL_BLEND設(shè)文理值與表面的顏色的處理方式
//如果第二個參數(shù)是GL_TEXTURE_ENV_COLOR,那么第三個參數(shù)必須是浮點R,G,B,A的數(shù)組,而且在采用GL_BLEND文理函數(shù)是才可用
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
}
void CALLBACK Paint(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex3f(-2.0,-1.0,0.0);
glTexCoord2f(0.0,1.0); //文理坐標函數(shù),可以用自動文理坐標函數(shù)
//void glTexGen{if}[v](GLenum coord,GLenum pname,TYPE para);參數(shù)coord必須
//是GL_S,GL_T,GL_R,GL_Q它指定文理坐標S,T,R,Q中的一個為自動生成的文理坐標
//參數(shù)pname可以是GL_TEXTURE_GEN_MODE,GL_OGJECT_PLANE,GL_EYE_PLANE
//參數(shù)para根據(jù)參數(shù)pname來決定,為GL_TEXTURE_GEN_MODE時para是一個常數(shù)GL_OBJECT_LINEAR,
//GL_EYE_LINEAR,GL_SPHERE_MAP,他們決定哪個函數(shù)產(chǎn)生文理坐標。pname如果是其他的則para是
//指象參數(shù)數(shù)組的指針
glVertex3f(-2.0,1.0,0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(0.0,1.0,0.0);
glTexCoord2f(1.0,0.0);
glVertex3f(0.0,-1.0,0.0);
glTexCoord2f(0.0,0.0);
glVertex3f(1.0,-1.0,0.0);
glTexCoord2f(0.0,1.0);
glVertex3f(1.0,1.0,0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(2.41421,1.0,-1.41421);
glTexCoord2f(1.0,0.0);
glVertex3f(2.41421,-1.0,-1.41421);
glEnd();
glFlush();
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,1.0*(GLfloat)w/(GLfloat)h,1.0,30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-3.6);
}
void main(void)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition(0,0,500,500);
auxInitWindow("生成簡單文理");
Init();
auxReshapeFunc(Resize);
auxMainLoop(Paint);
}
/*二維文理定義函數(shù)是:
void glTexImage2D(GLenum target,GLint level,GLint components,
GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type
,const GLvoid *pixels)*/
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