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Lane-学习OpenGL(3)

时间:2014-12-17 22:43:22      阅读:422      评论:0      收藏:0      [点我收藏+]

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运行环境:
(1)Windows 7
(2)CodeBlocks
(3)GLUT

(4)Author:Lane

2014-12-17

1.色彩混合

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

static int leftFirst = GL_TRUE;

static void init(void){
    glEnable(GL_BLEND);//开启混合
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//混合因子
    glShadeModel(GL_FLAT);
    glClearColor(0.0,0.0,0.0,0.0);
}

static void drawLeftTriangle(void){
    glBegin(GL_TRIANGLES);
        glColor4f(1.0,1.0,0.0,0.75);//Alpha值0.75
        glVertex3f(0.1,0.9,0.0);
        glVertex3f(0.1,0.1,0.0);
        glVertex3f(0.7,0.5,0.0);
    glEnd();
}

static void drawRightTriangle(void){
    glBegin(GL_TRIANGLES);
        glColor4f(0.0,1.0,1.0,0.75);//Alpha值0.75
        glVertex3f(0.9,0.9,0.0);
        glVertex3f(0.3,0.5,0.0);
        glVertex3f(0.9,0.1,0.0);
    glEnd();
}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT);

    if(leftFirst){
        drawLeftTriangle();
        drawRightTriangle();
    }else{
        drawRightTriangle();
        drawLeftTriangle();
    }
    glFlush();
}

void reshape(int w,int h){
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w <= h)
        gluOrtho2D(0.0,1.0,0.0,1.0*(GLfloat)h/(GLfloat)w);
    else
        gluOrtho2D(0.0,1.0*(GLfloat)w/(GLfloat)h,0.0,1.0);
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 't':
        case 'T':
            leftFirst =!leftFirst;
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
        default:
            break;
    }
}

int main(int argc,char** argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutInitWindowSize(200,200);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
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2.三维混合

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

#define MAXZ 8.0
#define MINZ -8.0
#define ZINC 0.4
static float solidZ = MAXZ;
static float transparentZ = MINZ;
static GLuint sphereList,cubeList;

static void init(void){
    GLfloat mat_specular[] = {1.0,1.0,1.0,0.15};
    GLfloat mat_shininess[] = {100,0};
    GLfloat position[] = {0.5,0.5,1.0,0.0};

    glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
    glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
    glLightfv(GL_LIGHT0,GL_POSITION,position);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_DEPTH_TEST);

    sphereList = glGenLists(1);
    glNewList(sphereList,GL_COMPILE);
        glutSolidSphere(0.4,16,16);
    glEndList();
    cubeList = glGenLists(1);
    glNewList(cubeList,GL_COMPILE);
        glutSolidCube(0.6);
    glEndList();
}

void display(void){
    GLfloat mat_solid[] = {0.75,0.75,0.0,1.0};
    GLfloat mat_zero[] = {0.0,0.0,0.0,1.0};
    GLfloat mat_transparent[] = {0.0,0.8,0.8,0.6};
    GLfloat mat_emission[] = {0.0,0.3,0.3,0.6};

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
        glTranslatef(-0.15,-0.15,solidZ);
        glMaterialfv(GL_FRONT,GL_EMISSION,mat_zero);
        glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_solid);
        glCallList(sphereList);
    glPopMatrix();

    glPushMatrix();
        glTranslatef(0.15,0.15,transparentZ);
        glRotatef(15.0,1.0,1.0,0.0);
        glRotatef(30.0,0.0,1.0,0.0);
        glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
        glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_transparent);
        glEnable(GL_BLEND);
        glDepthMask(GL_FALSE);
        glBlendFunc(GL_SRC_ALPHA,GL_ONE);
        glCallList(cubeList);
        glDepthMask(GL_TRUE);
        glDisable(GL_BLEND);
    glPopMatrix();

    glutSwapBuffers();
}

void reshape(int w,int h){
    glViewport(0,0,(GLint)w,(GLint)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w <= h)
        glOrtho(-1.5,1.5,-1.5*(GLfloat)h/(GLfloat)w,1.5*(GLfloat)h/(GLfloat)w,-10.0,10.0);
    else
        glOrtho(-1.5*(GLfloat)w/(GLfloat)h,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5,-10.0,10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void animate(void){
    if(solidZ <= MINZ || transparentZ >= MAXZ)
        glutIdleFunc(NULL);
    else{
        solidZ -= ZINC;
        transparentZ += ZINC;
        glutPostRedisplay();
    }
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 'a':
        case 'A':
            solidZ = MAXZ;
            transparentZ = MINZ;
            glutIdleFunc(animate);
            break;
        case 'r':
        case 'R':
            solidZ = MAXZ;
            transparentZ = MINZ;
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
    }
}

int main(int argc,char ** argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
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3.抗锯齿直线

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

static float rotAngle = 0.0;

void init(void){
    GLfloat values[2];
    glGetFloatv(GL_LINE_WIDTH_GRANULARITY,values);
    printf("GL_LINE_WIDTH_GRANULARITY value is %3.1f \n ",values[0]);
    glGetFloatv(GL_LINE_WIDTH_RANGE,values);
    printf("GL_LINE_WIDTH_RANGE values are %3.1f %3.1f \n ",values[0],values[1]);
    glEnable(GL_LINE_SMOOTH);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
    glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);
    glLineWidth(1.5);

    glClearColor(0.0,0.0,0.0,0.0);
}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT);

    glColor3f(0.0,1.0,0.0);
    glPushMatrix();
        glRotatef(-rotAngle,0.0,0.0,0.1);
        glBegin(GL_LINES);
            glVertex2f(-0.5,0.5);
            glVertex2f(0.5,-0.5);
        glEnd();
    glPopMatrix();

    glColor3f(0.0,0.0,1.0);
    glPushMatrix();
        glRotatef(rotAngle,0.0,0.0,0.1);
        glBegin(GL_LINES);
            glVertex2f(0.5,0.5);
            glVertex2f(-0.5,-0.5);
        glEnd();
    glPopMatrix();

    glFlush();
}

void reshape(int w,int h){
    glViewport(0,0,(GLint)w,(GLint)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w <= h)
        gluOrtho2D(-1.0,1.0,-1.0*(GLfloat)h/(GLfloat)w,1.0*(GLfloat)h/(GLfloat)w);
    else
        gluOrtho2D(-1.0*(GLfloat)w/(GLfloat)h,1.0*(GLfloat)w/(GLfloat)h,-1.0,1.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 'r':
        case 'R':
            rotAngle += 20;
            if(rotAngle >= 360.0)
                rotAngle = 0.0;
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
        default:
            break;
    }
}

int main(int argc,char** argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutInitWindowSize(200,200);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}

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4.5个雾化球体

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

static GLint fogMode;

static void init(void){
    GLfloat position[] = {0.5,0.5,3.0,0.0};
    glEnable(GL_DEPTH_TEST);
    glLightfv(GL_LIGHT0,GL_POSITION,position);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    {
        GLfloat mat[3] = {0.1745,0.01175,0.1175};
        glMaterialfv(GL_FRONT,GL_AMBIENT,mat);
        mat[0] = 0.61424;
        mat[1] = 0.04136;
        mat[2] = 0.04136;
        glMaterialfv(GL_FRONT,GL_DIFFUSE,mat);
        mat[0] = 0.727811;
        mat[1] = 0.626959;
        mat[2] = 0.626959;
        glMaterialfv(GL_FRONT,GL_SPECULAR,mat);
        glMaterialf(GL_FRONT,GL_SHININESS,0.6*128.0);
    }

    glEnable(GL_FOG);
    {
        GLfloat fogColor[4] = {0.5,0.5,0.5,1.0};

        fogMode = GL_EXP;
        glFogi(GL_FOG_MODE,fogMode);
        glFogfv(GL_FOG_COLOR,fogColor);
        glFogf(GL_FOG_DENSITY,0.35);
        glHint(GL_FOG_HINT,GL_DONT_CARE);
        glFogf(GL_FOG_START,1.0);
        glFogf(GL_FOG_END,5.0);
    }
    glClearColor(0.5,0.5,0.5,1.0);
}

static void renderSphere(GLfloat x,GLfloat y,GLfloat z){
    glPushMatrix();
        glTranslatef(x,y,z);
        glutSolidSphere(0.4,16,16);
    glPopMatrix();
}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    renderSphere(-2,-0.5,-1.0);
    renderSphere(-1,-0.5,-2.0);
    renderSphere(0.0,-0.5,-4.0);
    renderSphere(1.0,-0.5,-4.0);
    renderSphere(2.0,-0.5,-5.0);
    glFlush();
}

void reshape(int w,int h){
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w <= h)
        glOrtho(-2.5,2.5,-2.5*(GLfloat)h/(GLfloat)w,2.5*(GLfloat)h/(GLfloat)w,-10.0,10.0);
    else
        glOrtho(-2.5*(GLfloat)w/(GLfloat)h,2.5*(GLfloat)w/(GLfloat)h,-2.5,2.5,-10.0,10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 'f':
        case 'F':
            if(fogMode == GL_EXP){
                fogMode = GL_EXP2;
                printf("Fog mode is GL_EXP2 \n ");
            }else if(fogMode == GL_EXP2){
                fogMode = GL_LINEAR;
                printf("Fog mode is GL_LINEAR \n ");
            }else if(fogMode == GL_LINEAR){
                fogMode = GL_EXP;
                printf("Fog mode is GL_EXP \n ");
            }
            glFogi(GL_FOG_MODE,fogMode);
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
        default:
            break;
    }
}

int main(int argc,char** argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
    glutInitWindowSize(500,500);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}

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5.创建显示列表

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

GLuint theTorus;

static void torus(int numc,int numt){
    int i,j,k;
    double s,t,x,y,z,twopi;

    twopi = 2*(double)M_PI;
    for(i = 0; i < numc; i++){
        glBegin(GL_QUAD_STRIP);
        for(j = 0; j <= numt; j++){
            for(k = 1; k >= 0; k--){
                s = (i + k) % numc + 0.5;
                t = j % numt;

                x = (1 + 0.1 * cos(s * twopi/numc))*cos(t*twopi/numt);
                y = (1 + 0.1 * cos(s * twopi/numc))*sin(t*twopi/numt);
                z = 0.1 * sin(s * twopi / numc);
                glVertex3f(x,y,z);
            }
        }
        glEnd();
    }
}

static void init(void){
    theTorus = glGenLists(1);
    glNewList(theTorus,GL_COMPILE);
    torus(8,25);
    glEndList();

    glShadeModel(GL_FLAT);
    glClearColor(0.0,0.0,0.0,0.0);
}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT);
    glColor3f(1.0,1.0,1.0);
    glCallList(theTorus);
    glFlush();
}

void reshape(int w,int h){
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(30,(GLfloat)w/x(GLfloat)h,1.0,100.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0,0,10,0,0,0,0,1,0);
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 'x':
        case 'X':
            glRotatef(30.0,1.0,0.0,0.0);
            glutPostRedisplay();
            break;
        case 'y':
        case 'Y':
            glRotatef(30.0,0.0,1.0,0.0);
            glutPostRedisplay();
            break;
        case 'i':
        case 'I':
            glLoadIdentity();
            gluLookAt(0,0,10,0,0,0,0,1,0);
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
    }
}

int main(int argc,char** argv){
    glutInitWindowSize(200,200);
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
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6.多个显示列表

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

#define PT 1
#define STROKE 2
#define END 3

typedef struct charpoint{
    GLfloat x,y;
    int type;
}CP;

CP Adata[] = {
    {0,0,PT},{0,9,PT},{1,10,PT},{4,10,PT},
    {5,9,PT},{5,0,STROKE},{0,5,PT},{5,5,END}
};

CP Edata[] = {
    {5,0,PT},{0,0,PT},{0,10,PT},{5,10,STROKE},{0,5,PT},{4,5,END}
};

CP Pdata[] = {
    {0,0,PT},{0,10,PT},{4,10,PT},{5,9,PT},{5,6,PT},{4,5,PT},{0,5,END}
};

CP Rdata[] = {
    {0,0,PT},{0,10,PT},{4,10,PT},{5,9,PT},
    {5,6,PT},{4,5,PT},{0,5,STROKE},{3,5,PT},{5,0,END}
};

CP Sdata[] = {
    {0,1,PT},{1,0,PT},{4,0,PT},{5,1,PT},{5,4,PT},
    {4,5,PT},{1,5,PT},{0,6,PT},{0,9,PT},{1,10,PT},
    {4,10,PT},{5,9,END}
};

static void drawLetter(CP *l){
    glBegin(GL_LINE_STRIP);
        while(l){
            switch(l->type){
                case PT:
                    glVertex2fv(&l->x);
                    break;
                case STROKE:
                    glVertex2fv(&l->x);
    glEnd();
    glBegin(GL_LINE_STRIP);
                    break;
                case END:
                    glVertex2fv(&l->x);
    glEnd();
                    glTranslatef(8.0,0.0,0.0);
                    return;
            }
            l++;
        }
}

static void init(void){
    GLuint base;
    glShadeModel(GL_FLAT);
    base = glGenLists(128);
    glListBase(base);
    glNewList(base+'A',GL_COMPILE);
    drawLetter(Adata);
    glEndList();
    glNewList(base+'E',GL_COMPILE);
    drawLetter(Edata);
    glEndList();
    glNewList(base+'P',GL_COMPILE);
    drawLetter(Pdata);
    glEndList();
    glNewList(base+'R',GL_COMPILE);
    drawLetter(Rdata);
    glEndList();
    glNewList(base+'S',GL_COMPILE);
    drawLetter(Sdata);
    glEndList();
    glNewList(base+' ',GL_COMPILE);
    glTranslatef(8.0,0.0,0.0);
    glEndList();
}

char *test1 = "A SPARE SERAPE APPEARS AS ";
char *test2 = "APES PREPARE RARE PEPPERS ";

static void printStrokedString(char *s){
    GLsizei len = strlen(s);
    glCallLists(len,GL_BYTE,(GLbyte*)s);
}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT);
    glColor3f(1.0,1.0,1.0);
    glPushMatrix();
        glScalef(2.0,2.0,2.0);
        glTranslatef(10.0,30.0,0.0);
        printStrokedString(test1);
    glPopMatrix();
    glPushMatrix();
        glScalef(2.0,2.0,2.0);
        glTranslatef(10.0,13.0,0.0);
        printStrokedString(test2);
    glPopMatrix();
    glFlush();
}

void reshape(int w,int h){
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0,(GLdouble)w,0.0,(GLdouble)h);
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case ' ':
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
    }
}

int main(int argc,char** argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutInitWindowSize(440,120);
    glutCreateWindow(argv[0]);
    init();
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
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7.自动生成纹理坐标

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cstdlib>
#include <cstdio>
#include <cmath>

#define stripeImageWidth 32
GLubyte stripeImage [4*stripeImageWidth];

static GLuint texName;

void makeStripeImage(void){
    int j;
    for(j = 0; j < stripeImageWidth; j++){
        stripeImage[4*j] = (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[] = {1.0,0.0,0.0,0.0};
static GLfloat slanted[] = {1.0,1.0,1.0,0.0};
static GLfloat *currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;

void init(void){
    glClearColor(0.0,0.0,0.0,0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);

    makeStripeImage();
    glPixelStorei(GL_UNPACK_ALIGNMENT,1);

    glGenTextures(1,&texName);
    glBindTexture(GL_TEXTURE_1D,texName);
    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,GL_RGBA,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_CULL_FACE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glFrontFace(GL_CW);
    glCullFace(GL_BACK);
    glMaterialf(GL_FRONT,GL_SHININESS,64.0);

}

void display(void){
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(45.0,0.0,0.0,1.0);
        glBindTexture(GL_TEXTURE_1D,texName);
        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)h/(GLfloat)w,3.5*(GLfloat)h/(GLfloat)w,-3.5,3.5,-3.5,3.5);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void keyboard(unsigned char key,int x,int y){
    switch(key){
        case 'e':
        case 'E':
            currentGenMode = GL_EYE_LINEAR;
            currentPlane = GL_EYE_PLANE;
            glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,currentGenMode);
            glTexGenfv(GL_S,currentPlane,currentCoeff);
            glutPostRedisplay();
            break;
        case 'o':
        case 'O':
            currentGenMode = GL_OBJECT_LINEAR;
            currentPlane = GL_OBJECT_PLANE;
            glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,currentGenMode);
            glTexGenfv(GL_S,currentPlane,currentCoeff);
            glutPostRedisplay();
            break;
        case 's':
        case 'S':
            currentCoeff = slanted;
            glTexGenfv(GL_S,currentPlane,currentCoeff);
            glutPostRedisplay();
            break;
        case 'x':
        case 'X':
            currentCoeff = xequalzero;
            glTexGenfv(GL_S,currentPlane,currentCoeff);
            glutPostRedisplay();
            break;
        case 27:
            exit(0);
            break;
        default:
            break;
    }
}

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]);
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
    return 0;
}
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Lane-学习OpenGL(3)

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原文地址:http://blog.csdn.net/lane_l/article/details/41978821

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