嗯嗯
一幅黑白素描加上颜色之后···
#include<gl/glut.h>
#include<math.h>
#include<stdlib.h>
#include<stdio.h>
//窗口大小
int width = 600;
int height = 600;
//typedef unsigned char BYTE;
typedef void BYTE;
typedef GLfloat point4[4];
typedef GLfloat color4[4];
point4 vertices[8] = {{-0.5, -0.5, 0.5, 1.0}, {-0.5, 0.5, 0.5, 1.0}, {0.5, 0.5, 0.5, 1.0}, {0.5, -0.5, 0.5, 1.0},
{-0.5, -0.5, -0.5, 1.0}, {-0.5, 0.5, -0.5, 1.0}, {0.5, 0.5, -0.5, 1.0}, {0.5, -0.5, -0.5, 1.0}};
color4 colors[8] = {{1.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0}, {0.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0}, {0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0}};
color4 quad_color[36];
point4 points[36];
GLfloat th, x, y, z;
#define M_PI 3.14159;
GLuint texture;
#define N 36;
GLfloat tex_coord[36][2];
void quad(int a, int b, int c, int d)
{
static int i = 0;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[a][j];
points[i][j] = vertices[a][j];
}
tex_coord[i][0] = 0.0;
tex_coord[i][1] = 0.0;
glTexCoord2d(0.0, 0.0);
glVertex4fv(points[i]);
i++;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[b][j];
points[i][j] = vertices[b][j];
}
tex_coord[i][0] = 0.0;
tex_coord[i][1] = 1.0;
glTexCoord2d(0.0, 1.0);
glVertex4fv(points[i]);
i++;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[c][j];
points[i][j] = vertices[c][j];
}
tex_coord[i][0] = 1.0;
tex_coord[i][1] = 1.0;
glTexCoord2d(1.0, 1.0);
glVertex4fv(points[i]);
i++;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[a][j];
points[i][j] = vertices[a][j];
}
tex_coord[i][0] = 0.0;
tex_coord[i][1] = 0.0;
glTexCoord2d(0.0, 0.0);
glVertex4fv(points[i]);
i++;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[c][j];
points[i][j] = vertices[c][j];
}
tex_coord[i][0] = 1.0;
tex_coord[i][1] = 1.0;
glTexCoord2d(1.0, 1.0);
glVertex4fv(points[i]);
i++;
for (int j=0; j<4; j++) {
quad_color[i][j] = colors[d][j];
points[i][j] = vertices[d][j];
}
tex_coord[i][0] = 1.0;
tex_coord[i][1] = 0.0;
glTexCoord2d(1.0, 0.0);
glVertex4fv(points[i]);
i++;
}
void colorcube()
{
quad(0, 3, 2, 1);
quad(2, 3, 7, 6);
quad(3, 0, 4, 7);
quad(1, 2, 6, 5);
quad(4, 5, 6, 7);
quad(5, 4, 0, 1);
}
// load a 256x256 RGB .RAW file as a texture
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
// allocate a texture name
glGenTextures( 1, &texture );
// select our current texture
glBindTexture( GL_TEXTURE_2D, texture );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture mipmaps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,
GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
void display(void)
{
texture = LoadTextureRAW("texture.bmp", 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
colorcube();
glVertexPointer(4, GL_FLOAT, 0, points);
glEnableClientState(GL_COLOR_ARRAY);//启用颜色数组
glColorPointer(4, GL_FLOAT, 0, quad_color);
glDrawArrays(GL_TRIANGLES, 0, 36);
glFlush();
}
void init()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,(GLsizei)width,(GLsizei)height);
glMatrixMode(GL_PROJECTION);//投影矩阵
glLoadIdentity();
gluPerspective(45, width/height, 1, 1000);
glMatrixMode(GL_MODELVIEW);//模型矩阵
glLoadIdentity();
gluLookAt(0, 0, 2, 0, 0, 0, 0, 1, 0);
glRotatef(35.26, 1, 0, 0);//绕x轴旋转
glRotatef(30, 0, 1, 0);
glRotatef(90, 0, 0, 1);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);//初始化GLUT
glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);//设置窗口显示位置
glutInitWindowSize(600,600);//设置窗口大小
glutCreateWindow("Texture object");//创建带标题的窗口
init();
glutDisplayFunc(display);
glutMainLoop();//进入GLUT事件处理循环
return 0;
}