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  • [图形学] Chp18 OpenGL表面纹理函数

      以2D表面为例展示纹理贴图,用opengl设置一个2D纹理,颜色存储在32*32*3的数组中,对应的纹理坐标为0<=s, t<=1.0. 画出几个正方形表面,分别以GL_CLAMP(纹理坐标大于1或小于0都被规范到1和0),GL_REPEAT(类似平铺,超过0或1的部分忽略整数位进行贴图),GL_MODULATE(纹理颜色与对象颜色相乘), GL_REPLACE(纹理颜色替换对象颜色)几种形式进行贴图。

      1 #include <GLUT/GLUT.h>
      2 
      3 GLsizei winWidht = 500, winHeight = 500;
      4 
      5 void init (void)
      6 {
      7     glClearColor(1.0, 1.0, 1.0, 0.0);
      8     
      9     glMatrixMode(GL_PROJECTION);
     10     glLoadIdentity();
     11     gluOrtho2D(-5, 5, -5, 5);
     12 }
     13 
     14 void xyCoords (void)
     15 {
     16     glBegin(GL_LINES);
     17     glColor3f(0.0, 0.0, 0.0);
     18     glVertex2i(-10, 0);
     19     glVertex2i(10, 0);
     20     glVertex2i(0, -10);
     21     glVertex2i(0, 10);
     22     glEnd();
     23 }
     24 
     25 void lineTextureMapping (void)
     26 {
     27     GLint k;
     28     GLubyte texLine [16];
     29     
     30     for (k = 0; k <= 2; k +=2) {
     31         texLine [4*k] = 0;
     32         texLine [4*k+1] = 255;
     33         texLine [4*k+2] = 0;
     34         texLine [4*k+3] = 255;
     35     }
     36     
     37     for (k = 1; k <= 3; k +=2) {
     38         texLine [4*k] = 255;
     39         texLine [4*k+1] = 0;
     40         texLine [4*k+2] = 0;
     41         texLine [4*k+3] = 255;
     42     }
     43     
     44     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     45     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     46     
     47     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texLine);
     48     glEnable(GL_TEXTURE_1D);
     49     
     50     glColor3f(1.0, 1.0, 1.0);
     51     glBegin(GL_LINES);
     52     glTexCoord1f(0.25);
     53     glVertex2f(-4.5, 4.0);
     54     glTexCoord1f(1.0);
     55     glVertex2f(-4.5, -4.0);
     56     glEnd();
     57     
     58     glDisable(GL_TEXTURE_1D);
     59 }
     60 
     61 void surfaceTextureMapping (void)
     62 {
     63     GLint k, j;
     64     GLubyte texArray [32][32][4];
     65     
     66     for (k = 0; k < 32; k++) {
     67         for (j = 0; j < 32; j++) {
     68             texArray [k][j][0] = 255 - k*j/4;
     69             texArray [k][j][1] = 128 + k*j/8;
     70             texArray [k][j][2] = 0;
     71             texArray [k][j][3] = 255;
     72         }
     73     }
     74     
     75     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     76     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     77     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, texArray);
     78     glEnable(GL_TEXTURE_2D);
     79     
     80     glColor3f(0.5, 0.5, 0.5); // 与纹理值相乘,因此会发暗
     81     glBegin(GL_QUADS);
     82     glTexCoord2f(0.0, 0.0);
     83     glVertex2f(0.0, 0.0);
     84     glTexCoord2f(3.0, 0.0);
     85     glVertex2f(3.0, 0.0);
     86     glTexCoord2f(3.0, 3.0);
     87     glVertex2f(3.0, 3.0);
     88     glTexCoord2f(0.0, 3.0);
     89     glVertex2f(0.0, 3.0);
     90     glEnd();
     91     
     92     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
     93     glColor3f(0.5, 0.5, 0.5); // 替换为纹理颜色,则不会像前一个图案那样发暗
     94     glBegin(GL_QUADS);
     95     glTexCoord2f(0.0, 0.0);
     96     glVertex2f(-4.0, -4.0);
     97     glTexCoord2f(1.0, 0.0);
     98     glVertex2f(-1.0, -4.0);
     99     glTexCoord2f(1.0, 1.0);
    100     glVertex2f(-1.0, -1.0);
    101     glTexCoord2f(0.0, 1.0);
    102     glVertex2f(-4.0, -1.0);
    103     glEnd();
    104     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    105     
    106     // 不允许纹理坐标超过1,因此小于0的设为0,大于1的设为1
    107     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    108     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    109     glColor3f(1.0, 1.0, 1.0);
    110     glBegin(GL_QUADS);
    111     glTexCoord2f(0.0, 0.0);
    112     glVertex2f(-4.0, 0.0);
    113     glTexCoord2f(2, 0.0);
    114     glVertex2f(-1.0, 0.0);
    115     glTexCoord2f(2, 2);
    116     glVertex2f(-1.0, 3.0);
    117     glTexCoord2f(0.0, 2);
    118     glVertex2f(-4.0, 3.0);
    119     glEnd();
    120     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    121     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    122     
    123     glDisable(GL_TEXTURE_2D);
    124 }
    125 
    126 void displayFcn (void)
    127 {
    128     glClear(GL_COLOR_BUFFER_BIT);
    129     
    130 //    lineTextureMapping();
    131     surfaceTextureMapping();
    132     xyCoords();
    133     
    134     glFlush();
    135 }
    136 
    137 void winReshapeFcn (GLint newWidth, GLint newHeight)
    138 {
    139     glViewport(0, 0, newWidth, newHeight);
    140 }
    141 
    142 int main(int argc, char * argv[])
    143 {
    144     glutInit(&argc, argv);
    145     glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    146     glutInitWindowSize(winWidht, winHeight);
    147     glutInitWindowPosition(100, 100);
    148     glutCreateWindow("texture mapping");
    149     
    150     init();
    151     glutDisplayFunc(displayFcn);
    152     glutReshapeFunc(winReshapeFcn);
    153     glutMainLoop();
    154     
    155     return 0;
    156 }
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  • 原文地址:https://www.cnblogs.com/p0e0o0p0l0e0/p/7099875.html
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