《高效学习OpenGL》 之 分配纹理坐标 glTexCoord2f(), glTexParameter()

   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);
   void glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q);
   //设置当前的纹理坐标,接下来对glVertex*f()的调用将导致当前纹理坐标被分配给这个函数所指定的顶点
   //t、r默认为0,q默认为1;
	void glTexParameteri (GLenum target, GLenum pname, GLint param);
	//设置不同的参数,当纹理应用于片段或存储于纹理对象时控制它的处理方式;
	//target参数可以是GL_TEXTURE_*D或GL_TEXTURE_CUBE_MAP。
   //pname和param可以取的值见图


#include<stdio.h> #include<stdlib.h> #include<gl/glaux.h> #include<GL/glut.h> #include"../../wgGameLib03/dms/FileImage.h" #include"../../wgGraphLib/GraphElemenfs.h" GLint iWidth, iHeight, iGomponents.h; GLenum eFormat; GLfloat xRot,yRot; GLfloat noLight[4]={0.0f,0.0f,0.0f,1.0f}; GLfloat ambientLight[4]={0.3f,0.3f,0.3f,0.2f}; GLfloat brightLight[4]={1.0f,1.0f,1.0f,0.3f}; static GLfloat lightPos[]={5.0f,5.0f,5.0f,1.0f}; void Init() { glClearColor(0.0f,0.0f,0.0f,1.0f); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glLigntModelfv(GL_LIGHT_MODEL_AMBIENT,noLight); glLightfv(GL_LIGHTO,GL_AMBIENT,ambientLight); glLightfv(GL_LIGHTO,GL_DIFFUSE,diffuseLight); glLightfv(GL_LIGHTO,GL_SPECULAR,brightLight); glLightfv(GL_LIGHTO,GL_POSITION,lightPos); glEnable(GL_COLOR_MATERIAL); glColorMateriali(GL_FRONT,GL_AMBIENT_AND_DIFFUSE); glMaterialfv(GL_FRONT,GL_SPECULAR,brightLight); glMateriali(GL_FRONT,GL_SHININESS,30); glPixelStorei(GL_UNPACK_ALIGHMENT,1); dms::FileImage image("stone.jpg"); if(image.data()) { glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,image.width(),image.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,image.data()); //glTexImage2D(GL_TEXTURE_2D,0,iComponents,iWidth,iHeight,0,eFormat,GL_UNSIGNED_BYTE,pImage); free(image.data()); } float colorl[4]={1.0,0.1,0.1,1.0}; glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_BLEND); glEnable(GL_TEXTURE_2D); } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float vertices[5][3]={{0.0f,0.8f,0.0f}, {-0.50f,0.0f,-0.50f}, {0.5f,0.0f,-0.5f}, {0.50f,0.0f,0.50f}}; float normal[3]; glPushMatrix(); glTranslatef(0.0f,-0.3f,-4.0f); if(xRot>360.5f) { xRot=0.0f; } if(yRot>360.5f) { yRot=0.0f; } glBotatef(xROt,1.0f,0.0f,0.0f); glRotatef(yRot,0.0f,1.0f,0.0f); xRot+=0.5f; yRot+=0.5f; glBegin(GL_TRIANGLES); glColor3f(1.0f,0.0f,0.0f); glNormal3f(0.0f,-1.0f,0.0f); glTexCoord2f(0.0f,1.0f); glVertex3fv(vertices[1]); glTexCoord2f(1.0f,0.0f); glVertex3fv(vertices[2]); glTexCoord2f(0.0f,1.0f); glVertex3fv(vertices[4]); glTexCoord2f(1.0f,0.0f); glVertex3fv(vertices[4]); glTexCoord2f(0.0f,0.0f); glVertex3fv(vertices[3]); glTexCoord2f(0.0f,1.0f); glVertex3fv(vertices[1]); glColor3f(0.0f,0.0f,1.0f); wgGetNormal(vertices[1],vertices[3],vertices[0],normal); glNormal3f(normal); glTexCoord2f(0.0f,0.0f); glVertex3fv(vertices[1]); glTexCoord2f(1.0f,0.0f); glVertex3fv(vertices[3]); glTexCoord2f(0.5f,0.5f); glVertex3fv(vertices[0]); glColor3f(0.0f,1.0f,1.0f); wgGetNormal(vertices[0],vertices[4],vertices[2],normal); glNormal3f(normal); glTexCoord2f(0.5f,0.5f); glVertex3fv(vertices[0]); glTexCoord2f(0.0f,0.0f); glVertex3fv(vertices[4]); glTexCoord2f(1.0f,0.0f); glVertex3fv(vertices[2]); glColor3f(1.0f,0.0f,1.0f); wgGetNormal(vertices[0],vertices[2],vertices[1],normal); glNormal3f(normal); glTexCoord2f(0.5f,0.5f); glVertex3fv(vertices[0]); glTexCoord2f(0.0f,0.0f); glVertex3fv(vertices[2]); glTexCoord2f(1.0f,0.0f); glVertex3fv(vertices[1]); glEnd(); glPopMatrix(); glutSwapBuffers(); } voidReshape(GLsizei w,GLsizei h) { if(h==0) h=1; glViewport(0,0,w,h); float fAspect=(GLfloat)w/(GLfloat)h; glMatrixMade(GL_PROJECTION); glLoadIdentity(); glutPostRedisplay(); } void TimerFunc(int value) { glutPostRedisplay(); glutTimerFunc(60,TimerFunc,1); } int main(int args,char *argv[]) { glutInit(&args,argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(512,512); glutCreatWindow("example"); glutDisplayFunc(display); glutReshapeFunc(Reshape); Init(); glutTimerFunc(50,TimerFunc,1); //tTexture glutMainLoop(); return 0; }
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