[OpenGL]課後案例16:帶紋理立方體的旋轉程式
阿新 • • 發佈:2019-02-03
//A.16 帶紋理立方體的旋轉程式 #include <stdlib.h> #include <GL/glut.h> GLfloat planes[]= {-1.0, 0.0, 1.0, 0.0}; GLfloat planet[]= {0.0, -1.0, 0.0, 1.0}; GLfloat vertices[][3] = {{-1.0,-1.0,-1.0}, {1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[][4] = {{0.0,0.0,0.0,0.5}, {1.0,0.0,0.0,0.5}, {1.0,1.0,0.0,0.5}, {0.0,1.0,0.0,0.5}, {0.0,0.0,1.0,0.5}, {1.0,0.0,1.0,0.5}, {1.0,1.0,1.0,0.5}, {0.0,1.0,1.0,0.5}}; void polygon(int a, int b, int c, int d) { glBegin(GL_POLYGON); glColor4fv(colors[a]); glTexCoord2f(0.0,0.0); glVertex3fv(vertices[a]); glColor4fv(colors[b]); glTexCoord2f(0.0,1.0); glVertex3fv(vertices[b]); glColor4fv(colors[c]); glTexCoord2f(1.0,1.0); glVertex3fv(vertices[c]); glColor4fv(colors[d]); glTexCoord2f(1.0,0.0); glVertex3fv(vertices[d]); glEnd(); } void colorcube(void) { /* map vertices to faces */ polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } static GLfloat theta[] = {0.0,0.0,0.0}; static GLint axis = 2; void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers(); } void spinCube() { theta[axis] += 2.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } void key(unsigned char k, int x, int y) { if(k == '1') glutIdleFunc(spinCube); if(k == '2') glutIdleFunc(NULL); if(k == 'q') exit(0); } void main(int argc, char **argv) { GLubyte image[64][64][3]; int i, j, r, c; for(i=0;i<64;i++) { for(j=0;j<64;j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; image[i][j][0]= (GLubyte) c; image[i][j][1]= (GLubyte) c; image[i][j][2]= (GLubyte) c; } } glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glutKeyboardFunc(key); glClearColor(1.0,1.0,1.0,1.0); glutMainLoop(); }