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// lession6 // Mac OS X / Linux // linux <GL/glut.h> <GL/gl.h> <GL/glu.h> #include <OpenGL/OpenGL.h> #include <GLUT/GLUT.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> /* ascii code for the escape key */ #define ESCAPE 27 /* the number of our GLUT window */ int window; /* float for x rotation, y rotation, z rotation */ float xrot, yrot, zrot; /* storage for one texture */ GLuint texture[1]; /* Imaget type - contains height, width, and data */ struct Image { unsigned long sizeX; unsigned long sizeY; char *data; }; typedef struct Image Image; // quick and dirty bitmap loader... for 24 bit bitmaps with 1 plane only. // See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info. int ImageLoader(char *filename, Image *image) { FILE *file; unsigned long size; // size of the image in bytes unsigned long i; // standard counter. unsigned short int planes; // number of plances in image (must be 1) unsigned short int bpp; // number of bits per pixel (must be 24) char temp; // temporary color storage for bgr-rgb conversion. // make sure the file is there. if ((file = fopen(filename, "rb")) == NULL) { printf("File not found : %s\n", filename); return 0; } // seek through the bmp header, up to the width/height: fseek(file, 18, SEEK_CUR); // read the width if ((i = fread(&image->sizeX, 4, 1, file)) != 1) { printf("Error reading width from %s.\n", filename); return 0; } printf("Width of %s: %lu\n", filename, image->sizeX); // read the height if ((i = fread(&image->sizeY, 4, 1, file)) != 1) { printf("Error reading height from %s.\n", filename); // return 0; } printf("Height of %s: %lu\n", filename, image->sizeY); // image->sizeX = image->sizeY = 256; // if (image->sizeX != 256 || ) // calculate the size (assuming 24 bits or 3 bytes per pixel). size = image->sizeX * image->sizeY * 3; // read the plances if ((fread(&planes, 2, 1, file)) != 1) { printf("Error reading planes from %s.\n", filename); return 0; } if (planes != 1) { printf("Plances from %s is not 1: %u\n", filename, planes); return 0; } // read the bpp if ((i == fread(&bpp, 2, 1, file)) != 1) { printf("Error reading bpp from %s.\n", filename); return 0; } if (bpp != 24) { printf("Bpp from %s is not 24: %u\n", filename, bpp); return 0; } // Seek past the rest of the bitmap header. fseek(file, 24, SEEK_CUR); // read the data. image->data = (char *) malloc(size); if (image->data == NULL) { printf("Error allocating memory for color-corrected image data\n"); return 0; } if ((i = fread(image->data, size, 1, file)) != 1) { printf("Error reading image data form %s.\n", filename); return 0; } for (i = 0; i < size; i += 3) { // reverse all of the colors. (bgr -> rgb) temp = image->data[i]; image->data[i] = image->data[i + 2]; image->data[i+2] = temp; } fclose(file); // we're done. return 1; } // Load Bitmaps and convert to texture void loadGLTextures() { // Load Texture Image *image1; // allocate space for texture. image1 = (Image *) malloc(sizeof(Image)); if (image1 == NULL) { printf("Error allocating space for image.\n"); exit(0); } // /Users/jabez/Developer/mac/9_7/Data/lesson6/NeHe.bmp // ./Data/lession6/NeHe.bmp if (!ImageLoader("Data/lesson6/NeHe.bmp", image1)) { exit(1); } // Create texture glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image smalled than texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // 2D texture, level of detail 0 (normal), 3 components (red, green, blue), // x size from image, y size from image // border 0 (normal), rgb color data, unsigned byte data, and finally the data // itself. glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); } /* A general OpenGL initialization function. Sets all of the initial parameters. */ // We clal this right after our OpenGL window is created. void initGL(int width, int height) { loadGLTextures(); // Load the Texture(s) glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glClearColor(0.0f, 0.0f, 1.0f, 0.0f); // Clear the background color to blue glClearDepth(1.0); // Enables Clearing of the depth buffer glDepthFunc(GL_LESS); // The type of depth test to do. glEnable(GL_DEPTH_TEST); // Enables depth testing glShadeModel(GL_SMOOTH); // Enables smooth color shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset the projection matrix. gluPerspective(45.0f, (GLfloat) width / (GLfloat) height, 0.1f, 100.0f); // Calculate the aspect ratio of the window. glMatrixMode(GL_MODELVIEW); } /* The function called when our window is resized (which shouldn't happend, because we're fullscreen) */ void resizeGLScene(int width, int height) { if (height == 0) height = 1; // Prevent a divide by zero if the window is too small glViewport(0, 0, width, height); // reset teh current viewport and perspective transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (GLfloat) width / (GLfloat) height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ void drawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units into the screen. glRotatef(xrot, 1.0f, 0.0f, 0.0f); // Rotate on the x axis glRotatef(yrot, 0.0f, 1.0f, 0.0f); // Rotate on the y axis glRotatef(zrot, 0.0f, 0.0f, 1.0f); // Rotate on the z axis glBindTexture(GL_TEXTURE_2D, texture[0]); // choose teh texture to use. glBegin(GL_QUADS); // begin drawing a cube // Front Face (note the texture's corners have to match the quads's corners) glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left of the texture and quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom right of the texture and quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // top right of the texture and quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // top left of the texture and quad // Back face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // bottom left // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top right // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom left // Left face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top left glEnd(); // done with the polygon. xrot += 1.0f; yrot += 1.0f; zrot += 1.0f; // since this is double buffered, swap the buffers to display what just got drawn. glutSwapBuffers(); } /* The function claled whever a key is pressed. */ void keyPressed(unsigned char key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); /* If escape is pressed, kill everything. */ if (key == ESCAPE) { /* shut down our window */ glutDestroyWindow(window); exit(0); /* exit the program ... normal termination. */ } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH); glutInitWindowSize(640, 480); glutInitWindowPosition(0, 0); window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ..NeHe '99"); glutDisplayFunc(&drawGLScene); // glutFullScreen() glutIdleFunc(&drawGLScene); glutReshapeFunc(&resizeGLScene); glutKeyboardFunc(&keyPressed); initGL(640, 480); glutMainLoop(); /* Start Event Processing Engine. */ return 0; }
原文地址:http://blog.csdn.net/jabezlee/article/details/39212443