运行环境:
(1)Windows 7
(2)CodeBlocks
(3)GLUT
(4)Author:Lane
2014-12-19
1.经过纹理贴图的棋盘
#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <cstdlib> #include <cstdio> #include <cmath> #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(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; } } } void init(void){ glClearColor(0.0,0.0,0.0,0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1,&texName); glBindTexture(GL_TEXTURE_2D,texName); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(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); } void display(void){ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glBindTexture(GL_TEXTURE_2D,texName); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex3f(-2.0,-1.0,0.0); glTexCoord2f(0.0,1.0); 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(); glDisable(GL_TEXTURE_2D); } void reshape(int w,int h){ glViewport(0,0,(GLsizei)w,(GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,30.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-3.6); } int main(int argc,char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(256,256); glutInitWindowPosition(100,100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); //glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }
2.替换纹理子图像
#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <cstdlib> #include <cstdio> #include <cmath> #define checkImageWidth 64 #define checkImageHeight 64 #define subImageWidth 16 #define subImageHeight 16 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLubyte subImage[subImageHeight][subImageWidth][4]; static GLuint texName; void makeCheckImage(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; } } for(i = 0; i < subImageHeight; i++){ for(j = 0; j < subImageWidth; j++){ c = (((i&0x4)==0)^((j&0x4)==0)*255); subImage[i][j][0] = (GLubyte)c; subImage[i][j][1] = (GLubyte)0; subImage[i][j][2] = (GLubyte)0; subImage[i][j][3] = (GLubyte)255; } } } void keyboard(unsigned char key,int x,int y){ switch(key){ case 's': case 'S': glBindTexture(GL_TEXTURE_2D,texName); glTexSubImage2D(GL_TEXTURE_2D,0,12,44, subImageWidth,subImageHeight,GL_RGBA, GL_UNSIGNED_BYTE,subImage); glutPostRedisplay(); break; case 'r': case 'R': glBindTexture(GL_TEXTURE_2D,texName); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, checkImageWidth,checkImageHeight,0, GL_RGBA,GL_UNSIGNED_BYTE,checkImage); glutPostRedisplay(); break; case 27: exit(0); break; default: break; } } void init(void){ glClearColor(0.0,0.0,0.0,0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1,&texName); glBindTexture(GL_TEXTURE_2D,texName); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(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); } void display(void){ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glBindTexture(GL_TEXTURE_2D,texName); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex3f(-2.0,-1.0,0.0); glTexCoord2f(0.0,1.0); 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(); glDisable(GL_TEXTURE_2D); } void reshape(int w,int h){ glViewport(0,0,(GLsizei)w,(GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,30.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-3.6); } int main(int argc,char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(256,256); glutInitWindowPosition(100,100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }
3.使用求值器进行纹理处理
#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <cstdlib> #include <cstdio> #include <cmath> GLfloat ctrlpoints[4][4][3] = { {{-1.5,-1.5,4.0},{-0.5,-1.5,2.0}, {0.5,-1.5,-1.0},{1.5,-1.5,2.0}}, {{-1.5,-0.5,1.0},{-0.5,-0.5,3.0}, {0.5,-0.5,0.0},{1.5,-0.5,-1.0}}, {{-1.5,0.5,4.0},{-0.5,0.5,0.0}, {0.5,0.5,3.0},{1.5,0.5,4.0}}, {{-1.5,-1.5,-2.0},{-0.5,1.5,-2.0}, {0.5,1.5,0.0},{1.5,1.5,-1.0}} }; GLfloat texpts[2][2][2]={{{0.0,0.0},{0.0,1.0}},{{1.0,0.0},{1.0,1.0}}}; void display(void){ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glEvalMesh2(GL_FILL,0,20,0,20); glFlush(); } #define imageWidth 64 #define imageHeight 64 GLubyte image[3*imageWidth*imageHeight]; void makeImage(void){ int i,j; float ti,tj; for(i = 0; i < imageWidth;i++){ ti = 2.0 * 3.14159265*i/imageWidth; for(j = 0; j < imageHeight; j++){ tj = 2.0 * 3.14169265*j/imageHeight; image[3*(imageHeight*i+j)]=(GLubyte)127*(1.0+sin(ti)); image[3*(imageHeight*i+j)]=(GLubyte)127*(1.0+cos(2*tj)); image[3*(imageHeight*i+j)+2]=(GLubyte)127*(1.0+cos(ti+tj)); } } } void init(void){ glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&ctrlpoints[0][0][0]); glMap2f(GL_MAP2_TEXTURE_COORD_2,0,1,2,2,0,1,4,2,&texpts[0][0][0]); glEnable(GL_MAP2_TEXTURE_COORD_2); glEnable(GL_MAP2_VERTEX_3); glMapGrid2f(20,0.0,1.0,20,0.0,1.0); makeImage(); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D,0,3,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,image); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); } void reshape(int w,int h){ glViewport(0,0,(GLsizei)w,(GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w <= h) glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,4.0*(GLfloat)h/(GLfloat)w,-4.0,4.0); else glOrtho(-4.0*(GLfloat)w/(GLfloat)h,4.0*(GLfloat)w/(GLfloat)h,-4.0,4.0,-4.0,4.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(35.0,1.0,1.0,1.0); } int main(int argc,char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); return 0; }
4.NURBS表面
#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <cstdlib> #include <cstdio> #include <cmath> #ifdef CALLBACK #define CALLBACK #endif // CALLBACK GLfloat ctlpoints[4][4][3]; int showPoints = 0; GLUnurbsObj *theNurb; void init_surface(void){ int u,v; for(u=0;u<4;u++){ for(v=0;v<4;v++){ ctlpoints[u][v][0]=2.0*((GLfloat)u-1.5); ctlpoints[u][v][1]=2.0*((GLfloat)v-1.5); if((u==1||u==2)&&(v==1||v==2)) ctlpoints[u][v][2]=3.0; else ctlpoints[u][v][2]=-3.0; } } } void CALLBACK nurbsError(GLenum errorCode){ const GLubyte *estring; estring = gluErrorString(errorCode); fprintf(stderr,"Nurbs Error:%s \n ",estring); exit(0); } void init(void){ GLfloat mat_diffuse[] = {0.7,0.7,0.7,1.0}; GLfloat mat_specular[] = {1.0,1.0,1.0,1.0}; GLfloat mat_shininess[] = {100.0}; glClearColor(0.0,0.0,0.0,0.0); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); init_surface(); theNurb = gluNewNurbsRenderer(); gluNurbsProperty(theNurb,GLU_SAMPLING_TOLERANCE,25.0); gluNurbsProperty(theNurb,GLU_DISPLAY_MODE,GLU_FILL); gluNurbsCallback(theNurb,GLU_ERROR,(void (__stdcall *)(void))nurbsError); } void display(void){ GLfloat knots[8]={0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0}; int i,j; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(330.0,1.0,0.0,0.0); glScalef(0.5,0.5,0.5); gluBeginSurface(theNurb); gluNurbsSurface(theNurb,8,knots,8,knots,4*3,8,&ctlpoints[0][0][0],4,4,GL_MAP2_VERTEX_3); gluEndSurface(theNurb); if(showPoints){ glPointSize(5.0); glDisable(GL_LIGHTING); glColor3f(1.0,1.0,0.0); glBegin(GL_POINTS); for(i=0;i<4;i++){ for(j=0;j<4;j++){ glVertex3f(ctlpoints[i][j][0],ctlpoints[i][j][1],ctlpoints[i][j][2]); } } glEnd(); glEnable(GL_LIGHTING); } glPopMatrix(); glFlush(); } void reshape(int w,int h){ glViewport(0,0,(GLsizei)w,(GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0,(GLdouble)w/(GLdouble)h,3.0,8.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-5.0); } void keyboard(unsigned char key,int x,int y){ switch(key){ case 'c': case 'C': showPoints = !showPoints; glutPostRedisplay(); break; case 27: exit(0); break; default: break; } } int main(int argc,char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow(argv[0]); init(); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }
时间: 2024-10-26 05:42:02