#include <stdio.h>
#include<stdlib.h>
#include <GL/glut.h>
GLuint texture_id1; //纹理id
int angle = 0;
GLUquadricObj* q = gluNewQuadric();
int load_texture(char* file_name, int width, int height, int depth, GLenum colour_type, GLenum filter_type)
{
GLubyte* raw_bitmap;
FILE* file;
int errnum;
if ((errnum = fopen_s(&file,file_name, "rb")) != 0)
{
return 1;
}
raw_bitmap = (GLubyte*)malloc(width * height * depth * (sizeof(GLubyte)));
if (raw_bitmap == NULL)
{
fclose(file);
return 2;
}
fread(raw_bitmap, width * height * depth, 1, file);
fclose(file);
// 设置过滤类型
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
// 设置纹理环境
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, colour_type,
GL_UNSIGNED_BYTE, raw_bitmap);
free(raw_bitmap);
return 0;
}
void LoadTextures(GLuint texture_id, int MaxNrOfTextures)
{
char name[] = "ear.bmp";
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(MaxNrOfTextures, &texture_id);
glBindTexture(GL_TEXTURE_2D, 1);
if (load_texture(name, 512, 257, 3, GL_BGR_EXT, GL_NEAREST))
{
exit(1);
}
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
LoadTextures(texture_id1, 1);
glEnable(GL_TEXTURE_2D);
glClearDepth(1.0f); // 设置深度缓存
glDepthFunc(GL_LEQUAL); // 选择深度测试方式
glEnable(GL_DEPTH_TEST); // 开启深度测试
glShadeModel(GL_SMOOTH); // 阴暗处理采用平滑方式
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // 最精细的透视计算
glBindTexture(GL_TEXTURE_2D, 1);
gluQuadricDrawStyle(q, GLU_FILL);
gluQuadricNormals(q, GLU_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
return;
}
void display(void)
{
glPushMatrix();
angle = (angle + 1)%360;
// 清除颜色和深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(angle, 0.0, 0.0, 1.0);
gluSphere(q, 1.0, 50, 40);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.1, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(1000, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
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