OpenGL书和资源


y. As an additional reference, you might look at the chapter on texture mapping in
《Fundamentals of Three-Dimensional Computer Graphics by Alan Watt (Reading, Mass.: Addison-Wesley, 1990).》

 

Textures are simply rectangular arrays of data - for example, color data, luminance data, or color and alpha data. The individual values in a texture array are often called texels .

 

 

 

Example 9-1 : A Texture-Mappedfs Checkerboard: checker.c

#include <GL/gl.h>
#include <GL/glu.h>
#include "aux.h"

#define    checkImageWidth 64
#define    checkImageHeight 64
GLubyte checkImage[checkImageWidth][checkImageHeight][3];

void makeCheckImage(void)
{
    int i, j, r, c;

       for (i = 0; i < checkImageWidth; i++) {
        for (j = 0; j < checkImageHeight; 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;
        }
    }
}

void myinit(void)
{
    glClearColor (0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    makeCheckImage();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, 
        checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 
        &checkImage[0][0][0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
        GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
        GL_NEAREST);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glEnable(GL_TEXTURE_2D);
    glShadeModel(GL_FLAT);
}

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

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


int main(int argc, char** argv)
{
    auxInitDisplayMode (AUX_SINGLE | AUX_RGBA | AUX_DEPTH);
    auxInitPosition (0, 0, 500, 500);
    auxInitWindow (argv[0]);
    myinit();
    auxReshapeFunc (myReshape);
    auxMainLoop(display);
}
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