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opengl 自动产生纹理坐标

2013年10月12日 ⁄ 综合 ⁄ 共 2320字 ⁄ 字号 评论关闭

 

#include <glut.h>
#include <stdlib.h>
#include <stdio.h>

#define stripeImageWidth 32

GLubyte stripeImage[4 * stripeImageWidth];
static GLuint texName;

void makeStripeImage()
{
int j;
for (j=0; j<stripeImageWidth; j++)
{
   stripeImage[4*j] = 255;
   stripeImage[4*j +1] = 255 - 3*j;
   stripeImage[4*j +2] = 255;
   stripeImage[4*j +3] = 255;
}
}

static GLint xequalzero[] = {1.0, 0.0, 0.0, 0.0};
static GLfloat slanted[] = {1.0, 1.0, 1.0, 0.0};
static GLint *currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;

void init()
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);

makeStripeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_1D, texName);

glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, stripeImageWidth, 0,GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stripeImageWidth,)

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

currentCoeff = xequalzero;
currentGenMode = GL_OBJECT_LINEAR;
currentPlane = GL_OBJECT_PLANE;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
glTexGeniv(GL_S, currentPlane, currentCoeff);

glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_1D);

glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glMaterialf(GL_FRONT, GL_SHININESS, 80.0);
}

void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

glBindTexture(GL_TEXTURE_1D, texName);
glutSolidTeapot(2.0);
glPopMatrix();
glFlush();
}

void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

if (w <= h)
{
   glOrtho(-3.5, 3.5, -3.5*(GLfloat)h/(GLfloat)w,
    3.5*(GLfloat)h/(GLfloat)w, -3.5, 3.5);
}
else
{
   glOrtho(-3.5*(GLfloat)w/(GLfloat)h, 3.5*(GLfloat)w/(GLfloat)h, -3.5, 3.5, -3.5, 3.5);
}

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("auto create texture");

init();

glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();

return 0;
}

 

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