openGL+VS2010的例程--旋转贴图灯笼(三维)

效果图如上:

步骤:略。

常见问题:

1、编译提示"gl/glaux.h"不存在,多发生在VS2008版本以上。

解决办法:下载包含"glaux.h"的库文件。

下载地址:http://yunpan.cn/cKZPLCcQufqRi 访问密码 ba74

2、运行时提示”text1.bmp“打开失败。

解决办法:将2个贴图文件放在项目文件夹下,如:X:...\Textures1\textures1内。

实现代码如下:

main.cpp

  1 /**********************************************************************
  2     
  3   Texture mapping with OpenGL
  4 
  5   June, 13th, 2000
  6 
  7   This tutorial was written by Philipp Crocoll
  8   Contact: 
  9     philipp.crocoll@web.de
 10     www.codecolony.de
 11 
 12   Every comment would be appreciated.
 13 
 14   If you want to use parts of any code of mine:
 15     let me know and
 16     use it!
 17 
 18 ***********************************************************************
 19 ESC: exit
 20 
 21 CAMERA movement:
 22 w : forwards
 23 s : backwards
 24 a : turn left
 25 d : turn right
 26 x : turn up
 27 y : turn down
 28 v : strafe right
 29 c : strafe left
 30 r : move up
 31 f : move down
 32 b : switch between BfC and drawing the frontfaces wired
 33 ***********************************************************************/
 34 
 35 #pragma comment ( lib , "glaux.lib" )
 36 
 37 #include <gl\glut.h>
 38 #include <gl\glaux.h>        //Used for loading the textures
 39 #include <windows.h>
 40 #include "camera.h"
 41 #include "textures.h"
 42 
 43 
 44 CCamera Camera;
 45 
 46 GLfloat YRotated = 0.0;
 47 
 48 COGLTexture Tex1, Tex2;
 49 
 50 void InitTextures(void)
 51 {
 52     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // S方向上的贴图模式 , 图象在表面上重复出现
 53     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);// t方向上的贴图模式 , 图象在表面上重复出现
 54 
 55     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // 放大过滤, 线性过滤, 使用距离当前渲染像素中心最近的4个纹素加权平均值b
 56     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); // 缩小过滤,  使用GL_NEAREST对最接近当前多边形的解析度的两个层级贴图进行采样,然后用这两个值进行线性插值
 57 
 58     Tex1.LoadFromFile("tex1.bmp");
 59     Tex2.LoadFromFile("tex2.bmp");
 60 
 61     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //  纹理映射方式替换
 62 
 63 }
 64 
 65 void DrawCube(void)
 66 {
 67     //Draws a cube with two shaded, two one-colored and two textured faces
 68     glBegin(GL_QUADS);
 69         glColor3f(1.0,0.0,0.0);
 70       //front:
 71         glVertex3f(-0.5,-0.5,0.5);
 72         glVertex3f(-0.5,0.5,0.5);
 73         glVertex3f(0.5,0.5,0.5);
 74         glVertex3f(0.5,-0.5,0.5);
 75 
 76       //back:
 77         glColor3f(0.0,0.0,1.0);
 78         glVertex3f(-0.5,-0.5,-0.5);
 79         glVertex3f(0.5,-0.5,-0.5);
 80         glVertex3f(0.5,0.5,-0.5);
 81         glVertex3f(-0.5,0.5,-0.5);
 82 
 83       //top:
 84         glColor3f(0.0,0.6,1.0);
 85         glVertex3f(-0.5,0.5,-0.5);
 86         glVertex3f(0.5,0.5,-0.5    );
 87         glColor3f(1.0,0.6,1.0);
 88         glVertex3f(0.5,0.5,0.5);
 89         glVertex3f(-0.5,0.5,0.5);
 90 
 91       //bottom:
 92         glColor3f(0.0,0.6,0.0);
 93         glVertex3f(-0.5,-0.5,-0.5);
 94         glColor3f(0.6,0.6,0.6);
 95         glVertex3f(-0.5,-0.5,0.5);
 96         glColor3f(1.0,1.0,0.3);
 97         glVertex3f(0.5,-0.5,0.5);
 98         glColor3f(0.0,1.0,0.0);
 99         glVertex3f(0.5,-0.5,-0.5);
100     glEnd();
101     glEnable(GL_TEXTURE_2D);
102 
103     Tex1.SetActive();
104     glBegin(GL_QUADS);
105       //left:
106         glTexCoord2f(1.0,0.0);
107         glVertex3f(-0.5,-0.5,-0.5);
108         glTexCoord2f(1.0,1.0);
109         glVertex3f(-0.5,0.5,-0.5);
110         glTexCoord2f(0.0,1.0);
111         glVertex3f(-0.5,0.5,0.5);
112         glTexCoord2f(0.0,0.0);
113         glVertex3f(-0.5,-0.5,0.5);
114     glEnd();
115       //right:
116     Tex2.SetActive();
117     glBegin(GL_QUADS);
118         glTexCoord2f(0.0,0.0);
119         glVertex3f(0.5,-0.5,-0.5);
120         glTexCoord2f(1.0,0.0);
121         glVertex3f(0.5,-0.5,0.5);
122         glTexCoord2f(1.0,1.0);
123         glVertex3f(0.5,0.5,0.5);
124         glTexCoord2f(0.0,1.0);
125         glVertex3f(0.5,0.5,-0.5);
126     glEnd();
127     glDisable(GL_TEXTURE_2D);
128 
129 
130 }
131 
132 void reshape(int x, int y)
133 {
134     if (y == 0 || x == 0) return; 
135     
136     glMatrixMode(GL_PROJECTION);  
137     glLoadIdentity();
138     gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.5,20.0);
139 
140     glMatrixMode(GL_MODELVIEW);
141     glViewport(0,0,x,y);
142 }
143 
144 void Display(void)
145 {
146     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
147     glLoadIdentity();
148     Camera.Render();
149     glRotatef(YRotated,0.0,1.0,0.0);        
150     DrawCube();
151 
152     glFlush();  
153     glutSwapBuffers();
154 
155 }
156 void KeyDown(unsigned char key, int x, int y)
157 {
158     switch (key) 
159     {
160     case 27:        //ESC
161         PostQuitMessage(0);
162         break;
163     case 'a':        
164         Camera.RotateY(5.0);
165         Display();
166         break;
167     case 'd':        
168         Camera.RotateY(-5.0);
169         Display();
170         break;
171     case 'w':        
172         Camera.MoveForwards( -0.1 ) ;
173         Display();
174         break;
175     case 's':        
176         Camera.MoveForwards( 0.1 ) ;
177         Display();
178         break;
179     case 'x':        
180         Camera.RotateX(5.0);
181         Display();
182         break;
183     case 'y':        
184         Camera.RotateX(-5.0);
185         Display();
186         break;
187     case 'c':        
188         Camera.StrafeRight(-0.1);
189         Display();
190         break;
191     case 'v':        
192         Camera.StrafeRight(0.1);
193         Display();
194         break;
195     case 'r':
196         Camera.Move(F3dVector(0.0,0.1,0.0));
197         Display();
198         break;
199     case 'f':
200         Camera.Move(F3dVector(0.0,-0.1,0.0));
201         Display();
202         break;
203     case 'b': 
204         if (glIsEnabled(GL_CULL_FACE) == GL_TRUE)
205         {
206             glDisable(GL_CULL_FACE); //  关闭剔除操作效果
207             glPolygonMode(GL_FRONT, GL_LINE); // 模式:前面为线框形
208             glPolygonMode(GL_BACK, GL_FILL); // 模式:后面为全填充
209         }
210         else
211         {
212             glEnable(GL_CULL_FACE); // 开启剔除操作效果
213             glPolygonMode(GL_FRONT, GL_FILL);  // 模式:前面为全填充
214         }
215         Display();
216         break;
217     }
218 }
219 
220  
221 static long long times = 0;
222 void Idle(void)
223 {
224      times++; // 延迟
225      if(times>500000)
226          times =0;
227      if(times% 500000== 0)
228      {
229         YRotated += 0.4;
230         Display();
231      }
232 }
233 
234 int main(int argc, char **argv)
235 {
236     glutInit(&argc, argv);
237     glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
238     glutInitWindowSize(300,300);
239     glutCreateWindow("Textures and BfC");
240     glFrontFace(GL_CW);  //Clockwise is front in "DrawCube()" // 顺时针为 正面
241     glCullFace(GL_BACK); // 剔除操作
242     glEnable(GL_CULL_FACE); //   开启剔除操作效果
243     glEnable(GL_DEPTH_TEST); // 开启深度测试
244     Camera.Move( F3dVector(0.0, 0.0, 3.0 )); // 镜头后退3个单位
245     Camera.MoveForwards( 1.0 );  // 镜头前移1个单位,(多余?)
246     InitTextures();
247     glutDisplayFunc(Display);
248     glutReshapeFunc(reshape);
249     glutKeyboardFunc(KeyDown);
250     glutIdleFunc(Idle);
251     glutMainLoop();
252     return 0;             
253 }

 

textures.cpp

 1 #include "textures.h"
 2 void COGLTexture::LoadFromFile(char *filename)
 3 {
 4     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 5     glGenTextures(1,&ID); // 1是大小,ID是纹理名指针
 6     glBindTexture( GL_TEXTURE_2D, ID); // 设置名为"ID"的对象为2D纹理群的一员
 7     Image = auxDIBImageLoadA( (const char*) filename );  // 载入文件,保存数据至Image指针中
 8     Width = Image->sizeX;
 9     Height = Image->sizeY;
10     gluBuild2DMipmaps(    GL_TEXTURE_2D, 
11                         3, 
12                         Image->sizeX,
13                         Image->sizeY,
14                         GL_RGB,
15                         GL_UNSIGNED_BYTE,
16                         Image->data); // 载入Image数据到2D纹理群,和名为"ID"的对象绑定。
17 
18 
19     delete Image;
20 }
21 
22 void COGLTexture::SetActive()
23 {
24     glBindTexture( GL_TEXTURE_2D, ID); // 2D纹理使用名为"ID"的对象
25 }
26 
27 unsigned int COGLTexture::GetID()
28 {
29     return ID;
30 }

 

textures.h

 1 #include <GL\glaux.h>
 2 
 3 class COGLTexture
 4 {
 5 public:
 6     _AUX_RGBImageRec *Image;
 7     unsigned int GetID();
 8     void LoadFromFile(char *filename);
 9     void SetActive();
10     int GetWidth();
11     int GetHeight();
12 private:
13     int Width, Height;
14     unsigned int ID;
15 };

原始代码来源:  http://www.codecolony.de/

 

转载于:https://www.cnblogs.com/yuwl26/p/4245926.html

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