3D纹理,立体纹理,三维纹理示例配置

1. 下载freeglut并使用cmake配置,编译安装

https://github.com/FreeGLUTProject/freeglut

git clone https://github.com/FreeGLUTProject/freeglut.git

        并配置进VC++包含目录中去

        库目录,连接器输入项

2.下载nvidia vendor-neutral dispatch layer for arbitrating OpenGL API calls

Files · master · glvnd / libglvnd · GitLab

git clone https://github.com/NVIDIA/open-gpu-doc.git

并配置进vc++包含目录中去

//#include <GL/gl.h>
#include <GL/freeglut.h>
#include <GL/glext.h>
#include <stdlib.h>
#include <stdio.h>

#ifdef GL_VERSION_1_2
#define iWidth 16
#define iHeight 16
#define iDepth 16

static GLubyte image[iDepth][iHeight][iWidth][3]; //深度,高度,宽度+3个颜色通道
static GLuint texName;

/*  Create a 16x16x16x3 array with different color values in
*  each array element [r, g, b].  Values range from 0 to 255.
*/
PFNGLTEXIMAGE3DPROC glTexImage3D_ptr;  //定义一个glTexImage3D指针

void makeImage(void)		//造纹理
{
	int s, t, r;

	for (s = 0; s < 16; s++)
		for (t = 0; t < 16; t++)
			for (r = 0; r < 16; r++) {
				image[r][t][s][0] = (GLubyte)(s * 17);
				image[r][t][s][1] = (GLubyte)(t * 17);
				image[r][t][s][2] = (GLubyte)(r * 17);
			}
}

void init(void)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_FLAT);      //两点之间的着色模式为片状,另一个参数可以写为,GL_SMOOTH这样绘制出来的就是渐变效果
	//glShadeModel(GL_SMOOTH);   
	glEnable(GL_DEPTH_TEST);	//启用深度测试

	makeImage();				//产生纹理
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glGenTextures(1, &texName);
	glBindTexture(GL_TEXTURE_3D, texName);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	//q是一个缩放因子,相当于顶点坐标中的w。实际应用在纹理读取中的坐标应该是s/q,t/q,r/q。默认情况下,q是1.0。通常情况下貌似没什么用,但是在一些产生纹理坐标的高级算法比如阴影贴图中
	//s、t、r分别相当于普通坐标系中的x、y、z三个方向。分别对应glTexImage3D中的参数width、height、depth。
	glTexImage3D_ptr = reinterpret_cast<PFNGLTEXIMAGE3DPROC>(::wglGetProcAddress("glTexImage3D"));  //使能glTexImage3D指针
	glTexImage3D_ptr(GL_TEXTURE_3D, 0, GL_RGB, iWidth, iHeight, iDepth, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glEnable(GL_TEXTURE_3D);

}

void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glBegin(GL_QUADS);
	glTexCoord3f(0.0, 0.0, 0.0); glVertex3f(-2.25, -1.0, 0.0);
	glTexCoord3f(0.0, 1.0, 0.0); glVertex3f(-2.25, 1.0, 0.0);
	glTexCoord3f(1.0, 1.0, 1.0); glVertex3f(-0.25, 1.0, 0.0);
	glTexCoord3f(1.0, 0.0, 1.0); glVertex3f(-0.25, -1.0, 0.0);

	glTexCoord3f(0.0, 0.0, 1.0); glVertex3f(0.25, -1.0, 0.0);
	glTexCoord3f(0.0, 1.0, 1.0); glVertex3f(0.25, 1.0, 0.0);
	glTexCoord3f(1.0, 1.0, 0.0); glVertex3f(2.25, 1.0, 0.0);
	glTexCoord3f(1.0, 0.0, 0.0); glVertex3f(2.25, -1.0, 0.0);
	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, -4.0);
}

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 or 1.1.\n");
	fprintf(stderr, "If your implementation of OpenGL has the right extensions,\n");
	fprintf(stderr, "you may be able to modify this program to make it run.\n");
	return 0;
}
#endif

 

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