opengl学习笔记(三):经过纹理贴图的棋盘
opengl纹理贴图的步骤:
1:创建纹理对象,并为它指定一个纹理
2:确定纹理如何应用到每个像素上
3:启用纹理贴图功能
4:绘制场景,提供纹理坐标和几何图形坐标
注意:纹理坐标必须在RGBA模式下才能使用。
使用一个简单的程序演示纹理贴图,纹理(由交替的黑白方块组成)是有程序产生的。
/*Create checkerboard texture */ #include <GL/glut.h> #include <GL/gl.h> #include <GL/glu.h> #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage [checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i,j,c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = (((i&0x8)==0)^((j&0x8))==0)*255; checkImage [i][j][0] = (GLubyte)c; checkImage [i][j][1] = (GLubyte)c; checkImage [i][j][2] = (GLubyte)c; checkImage [i][j][3] = (GLubyte)255; } } } void init(void) { glClearColor(0.0,0.0,0.0,0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1,&texName); glBindTexture(GL_TEXTURE_2D,texName); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,checkImageWidth,checkImageHeight,0,GL_RGBA,GL_UNSIGNED_BYTE,checkImage); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glBindTexture(GL_TEXTURE_2D,texName); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0);glVertex3f(-2.0,-1.0,0.0); glTexCoord2f(0.0,1.0);glVertex3f(-2.0,1.0,0.0); glTexCoord2f(1.0,1.0);glVertex3f(0.0,1.0,0.0); glTexCoord2f(1.0,0.0);glVertex3f(0.0,-1.0,0.0); glTexCoord2f(0.0,0.0);glVertex3f(0.0,-1.0,0.0); glTexCoord2f(0.0,1.0);glVertex3f(1.0,1.0,0.0); glTexCoord2f(1.0,1.0);glVertex3f(2.41421,1.0,-1.41421); glTexCoord2f(1.0,0.0);glVertex3f(2.41421,-1.0,-1.41421); glEnd(); glFlush(); glDisable(GL_TEXTURE_2D); } 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,-3.6); } int main( int argc, char** argv ) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(500, 500); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); return 0; }
程序运行结果
这个程序把这个纹理应用到两个正方形上,然后在透视投影模式下对它们进行渲染。其中一个正方形正面朝向观察者,另一个正方形与观察者呈45度倾斜,如图所示。