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[code]纹理映射

 liluvu 2011-09-01
#define _CRT_SECURE_NO_WARNINGS
#pragma comment (lib,"glaux.lib") 
#include <windows.h>
#include <gl\gl.h>
#include <stdio.h>
#include <time.h>
#include <gl\glu.h>
#include <gl\glut.h>
#include <gl\glaux.h>
#include <stdlib.h>

GLuint texture[1];    //存储纹理数据
GLfloat x = 0.0f,y = 0.0f,z = 0.0f;

int LoadGLTextures()          // Load Bitmaps And Convert To Textures
{
int Status=FALSE;          // Status Indicator

AUX_RGBImageRec *TextureImage[1];      // Create Storage Space For The Texture

memset(TextureImage,0,sizeof(void *)*1);           // Set The Pointer To NULL

// 装入bmp格式图像,并检查错误,工程下创建的文件夹data
if (TextureImage[0] = auxDIBImageLoad(TEXT("Data/Crate.bmp")))
{
Status=TRUE;          // Set The Status To TRUE
glGenTextures(1, &texture[0]);      // 创建纹理
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}

if (TextureImage[0])          // If Texture Exists
{
if (TextureImage[0]->data)        // If Texture Image Exists
{
free(TextureImage[0]->data);      // Free The Texture Image Memory
}

free(TextureImage[0]);         // Free The Image Structure
}

return Status;           // Return The Status
}

void reshape(int width,int height)
{
glViewport(0,0,(GLsizei)width,(GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,1,2,-5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,6.0,0.0,0.0,0.0,0.0,1.0,0.0);//设置眼睛
}

void display(void)
{
glPushMatrix();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glRotatef(x,1.0,0.0,0.0);
glRotatef(y,0.0,1.0,0.0);
glRotatef(z,0.0,0.0,1.0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glPopMatrix();
glutSwapBuffers();
x += 0.3f;
y += 0.2f;
z += 0.4f; 
}

int Init(void)
{
if (!LoadGLTextures())         // Jump To Texture Loading Routine ( NEW )
{
return 0;          // 没有加载成功
}
glClearColor(0.0,0.0,0.0,0.0);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
return 1;
}

int main(int argc,char ** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowPosition(300,400);
glutInitWindowSize(600,600);
glutCreateWindow("...");
Init();
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}

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