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《高效学习OpenGL》 之 纹理对象 glGenTextures(),glIsTexture(),glBindTexture(),glDeleteTextures()

命名纹理对象:

   void glGenTextures (GLsizei n, GLuint *textures);
   //在数组textures中返回n个当期未使用的值,表示纹理对象的名称
   //零作为一个保留的纹理对象名,它不会被此函数当做纹理对象名称而返回

判断一个纹理名称是否处于实际使用中:

   GLboolean glIsTexture (GLuint texture);
   //如果texture是一个已绑定的纹理对象名称,并且没有删除,就返回GL_TRUE;

创建和使用纹理对象:

   glBindTexture(GL_TEXTURE_2D, texName[0]);
   void glBindTexture (GLenum target, GLuint texture);
   //应用程序第一次在这个函数使用texture值时,这个函数将会创建一个新的纹理对象
   //当texture是一个以前已经创建的纹理对象时,这个纹理对象就成为活动对象
   //如果texture为0,就停止使用这个纹理对象,并返回无名称的默认纹理

清除纹理对象:

   glDeleteTextures(2, texName);
   void glDeleteTextures (GLsizei n, const GLuint *textures);
   //删除n个纹理对象,它们的名称由textures数组提供

实例:

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

#ifdef GL_VERSION_1_1
/*	Create checkerboard texture	*/
#define	checkImageWidth 64
#define	checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
static GLubyte otherImage[checkImageHeight][checkImageWidth][4];

static GLuint texName[2];

void makeCheckImages(void)
{
   int i, j, c;
    
   for (i = 0; i < checkImageHeight; i++) {
      for (j = 0; j < checkImageWidth; j++) {
         c = ((((i&0x8)==0)^((j&0x8))==0))*255;
         checkImage[i][j][0] = (GLubyte) c;
         checkImage[i][j][1] = (GLubyte) c;
         checkImage[i][j][2] = (GLubyte) c;
         checkImage[i][j][3] = (GLubyte) 255;
         c = ((((i&0x10)==0)^((j&0x10))==0))*255;
         otherImage[i][j][0] = (GLubyte) c;
         otherImage[i][j][1] = (GLubyte) 0;
         otherImage[i][j][2] = (GLubyte) 0;
         otherImage[i][j][3] = (GLubyte) 255;
      }
   }
}

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

   makeCheckImages();
   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glGenTextures(2, texName);
   glBindTexture(GL_TEXTURE_2D, texName[0]);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
   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, GL_RGBA, checkImageWidth,
                checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                checkImage);

   glBindTexture(GL_TEXTURE_2D, texName[1]);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, 
                checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 
				otherImage);

   glEnable(GL_TEXTURE_2D);
}

void display(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glBindTexture(GL_TEXTURE_2D, texName[0]);
   glBegin(GL_QUADS);
   glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
   glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
   glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
   glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
   glEnd();
   glBindTexture(GL_TEXTURE_2D, texName[1]);
   glBegin(GL_QUADS);
   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);
   glEnd();
   glFlush();
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0.0, 0.0, -3.6);
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
   }
}

int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize(250, 250);
   glutInitWindowPosition(100, 100);
   glutCreateWindow(argv[0]);
   init();
   glutReshapeFunc(reshape);
   glutDisplayFunc(display);
   glutKeyboardFunc (keyboard);
   glutMainLoop();
   return 0; 
}
#else
int main(int argc, char** argv)
{
    fprintf (stderr, "This program demonstrates a feature which is not in OpenGL Version 1.0.\n");
    fprintf (stderr, "If your implementation of OpenGL Version 1.0 has the right extensions,\n");
    fprintf (stderr, "you may be able to modify this program to make it run.\n");
    return 0;
}
#endif

运行结果:


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版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/huangbangqing12/article/details/20124817
个人分类: OpenGL
所属专栏: 高效学习OpenGL
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