建立Win32工程,向三维物体贴纹理

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本文来源http://blog.csdn.net/tiankefeng19850520/article/details/18655907

亲测无问题。

首先打开vs2012,选择建立win32控制台工程。

然后输入以下代码:

#include <windows.h>
#include <GL\GL.h>
#include <GL\GLU.h>
#include <GL\glut.h>
#include <GL/GLAUX.H>
#include <stdio.h>


int		part1;			
int		part2;			
int		p1=0;				
int		p2=1;		

GLfloat	xrot;			
GLfloat	yrot;				
GLfloat xspeed;			
GLfloat yspeed;			
GLfloat	z=-5.0f;		

GLUquadricObj *quadratic;	

GLfloat LightAmbient[]=		{ 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]=		{ 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]=	{ 0.0f, 0.0f, 2.0f, 1.0f };

GLuint	filter;				
GLuint	texture[3];			
GLuint  object=0;		



AUX_RGBImageRec *LoadBMP(char *Filename)				
{
	FILE *File=NULL;									

	if (!Filename)									
	{
		return NULL;									
	}

	File=fopen(Filename,"r");							

	WCHAR wszClassName[256];
	memset(wszClassName,0,sizeof(wszClassName));
	MultiByteToWideChar(CP_ACP,0,Filename,strlen(Filename)+1,wszClassName,
		sizeof(wszClassName)/sizeof(wszClassName[0]));


	if (File)											
	{
		fclose(File);									
		return auxDIBImageLoad(wszClassName);				
	}

	return NULL;										
}

int LoadGLTextures()									
{
	int Status=FALSE;									

	AUX_RGBImageRec *TextureImage[1];					

	memset(TextureImage,0,sizeof(void *)*1);           


	if (TextureImage[0]=LoadBMP("earth.bmp"))
	{
		Status=TRUE;									

		glGenTextures(3, &texture[0]);					

		// Create Nearest Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		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, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		// Create Linear Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[1]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		// Create MipMapped Texture
		glBindTexture(GL_TEXTURE_2D, texture[2]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
	}

	if (TextureImage[0])								
	{
		if (TextureImage[0]->data)					
		{
			free(TextureImage[0]->data);				
		}

		free(TextureImage[0]);							
	}

	return Status;										
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		
{
	if (height==0)										
	{
		height=1;										
	}

	glViewport(0,0,width,height);						

	glMatrixMode(GL_PROJECTION);						
	glLoadIdentity();									

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							
	glLoadIdentity();									
}

int InitGL(void)										
{
	if (!LoadGLTextures())								
	{
		return FALSE;									
	}

	glEnable(GL_TEXTURE_2D);							
	glShadeModel(GL_SMOOTH);							
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				
	glClearDepth(1.0f);									
	glEnable(GL_DEPTH_TEST);						
	glDepthFunc(GL_LEQUAL);								
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	

	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);		
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	
	glEnable(GL_LIGHT1);								

	quadratic=gluNewQuadric();							
	gluQuadricNormals(quadratic, GLU_SMOOTH);			
	gluQuadricTexture(quadratic, GL_TRUE);				

	return TRUE;										
}

void glDrawCube()
{
		glBegin(GL_QUADS);
		// Front Face
		glNormal3f( 0.0f, 0.0f, 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);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		// Back Face
		glNormal3f( 0.0f, 0.0f,-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);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		// Top Face
		glNormal3f( 0.0f, 1.0f, 0.0f);
		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);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		// Bottom Face
		glNormal3f( 0.0f,-1.0f, 0.0f);
		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);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		// Right Face
		glNormal3f( 1.0f, 0.0f, 0.0f);
		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);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Left Face
		glNormal3f(-1.0f, 0.0f, 0.0f);
		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);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glEnd();
}

void DrawGLScene(void)									
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	
	glLoadIdentity();									
	glTranslatef(0.0f,0.0f,z);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);

	glBindTexture(GL_TEXTURE_2D, texture[filter]);

	switch(object)
	{
	case 0:
		glDrawCube();
		break;
	case 1:
		glTranslatef(0.0f,0.0f,-1.5f);					
		gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32);	
		break;
	case 2:
		gluDisk(quadratic,0.5f,1.5f,32,32);				
		break;
	case 3:
		gluSphere(quadratic,1.3f,32,32);			
		break;
	case 4:
		glTranslatef(0.0f,0.0f,-1.5f);					
		gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32);	
		break;
	case 5:
		part1+=p1;
		part2+=p2;

		if(part1>359)									
		{
			p1=0;
			part1=0;
			p2=1;
			part2=0;
		}
		if(part2>359)								
		{
			p1=1;
			p2=0;
		}
		gluPartialDisk(quadratic,0.5f,1.5f,32,32,part1,part2-part1);	
		break;
	};

	xrot+=xspeed;
	yrot+=yspeed;
	glFlush();										
}

void rotate()
{
	glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
	switch (key)
	{
	case 'L':
		glEnable(GL_LIGHTING);
		glutPostRedisplay();
		break;
	case 'l':
		glDisable(GL_LIGHTING);
		glutPostRedisplay();
		break;
	case ' ':
		object++;
		if(object>5)
			object=0;
		glutPostRedisplay();
		break;
	case 'F':
		filter+=1;
		if (filter>2)
		{
			filter=0;
		}	
		glutPostRedisplay();
		break;
	case 'W':
		yspeed+=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'S':
		yspeed-=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'A':
		xspeed+=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'D':
		xspeed-=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'Z':
		z-=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'X':
		z+=0.01f;	
		glutIdleFunc(rotate);
		break;
	case 'R':
		glutIdleFunc(NULL);
		break;
	}

}


int main(int argc,char **argv)
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
	glutInitWindowSize(800,600);
	glutInitWindowPosition(100,100);
	glutCreateWindow("二次几何体");
	InitGL();
	glutDisplayFunc(DrawGLScene);
	glutKeyboardFunc(keyboard);
	glutReshapeFunc(ReSizeGLScene);
	glutMainLoop();
}

假如你的计算机还没安装glut 和 glaux,你应当从http://download.csdn.net/download/wangyijieonline/10123162下载。安装到计算机的C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC 文件夹下面对应的lib文件夹(对应lib文件),include\GL文件夹(.h)和bin文件夹(dll)。注意,glaux没有dll,只有h 和 lib

然后在项目里增加lib文件:



显示效果:


通过按下空格键可以选择三维物体的形状;按下“W”键控制物体转速。

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