#include <GL/glut.h>
#include <cstdlib>
#include <cstdio>
#include <cmath>
#define stripeImageWidth 32
GLubyte stripeImage[4 * stripeImageWidth];
bool mouseLeftDown;
bool mouseRightDown;
float mouseX, mouseY;
float cameraAngleX;
float cameraAngleY;
void mouseCB(int button, int state, int x, int y);
void mouseMotionCB(int x, int y);
// create 2D texture
void makeStripeImage(void)
{
int j;
for (j = 0; j < stripeImageWidth; j++)
{
stripeImage[4 * j + 0] = (GLubyte)((j <= 4) ? 255 : 0);
stripeImage[4 * j + 1] = (GLubyte)((j > 4) ? 255 : 0);
stripeImage[4 * j + 2] = (GLubyte)0;
stripeImage[4 * j + 3] = (GLubyte)255;
}
}
static GLfloat xequalzero[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat slanted[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat* currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
//glShadeModel(GL_SMOOTH);
makeStripeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
currentCoeff = xequalzero;
currentGenMode = GL_OBJECT_LINEAR;
currentPlane = GL_OBJECT_PLANE;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
glTexGenfv(GL_S, currentPlane, currentCoeff);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_1D);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//glEnable(GL_AUTO_NORMAL);
//glEnable(GL_NORMALIZE);
//glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(cameraAngleX, 1, 0, 0);
glRotatef(cameraAngleY, 0, 1, 0);
glutSolidTeapot(2.0);
glPopMatrix();
glFlush();
};
void reshape(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-3.5, 3.5, -3.5 * (GLfloat)h / (GLfloat)w, 3.5 * (GLfloat)h / (GLfloat)w, -3.5, 3.5);
else
glOrtho(-3.5 * (GLfloat)w / (GLfloat)h, 3.5 * (GLfloat)w / (GLfloat)h, -3.5, 3.5, -3.5, 3.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(256, 256);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
glutMouseFunc(mouseCB);
glutMotionFunc(mouseMotionCB);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
void mouseCB(int button, int state, int x, int y)
{
mouseX = x;
mouseY = y;
if (button == GLUT_LEFT_BUTTON)
{
if (state == GLUT_DOWN)
{
mouseLeftDown = true;
}
else if (state == GLUT_UP)
mouseLeftDown = false;
}
else if (button == GLUT_RIGHT_BUTTON)
{
if (state == GLUT_DOWN)
{
mouseRightDown = true;
}
else if (state == GLUT_UP)
mouseRightDown = false;
}
}
void mouseMotionCB(int x, int y)
{
if (mouseLeftDown)
{
cameraAngleY += (x - mouseX);
cameraAngleX += (y - mouseY);
mouseX = x;
mouseY = y;
}
glutPostRedisplay();
}
老样子,改出来的,问GPT