给物体贴上图片,图片宽高要为2的幂次
代码如下 (有的编译器不自带glaux,可以百度搜索进行配置,如有问题可进QQ群 116920287 咨询)
#include <gl/glut.h> #include <gl/glaux.h> #pragma comment(lib, "opengl32.lib") #pragma comment(lib, "glut32.lib") #pragma comment(lib, "glu32.lib") #pragma comment(lib, "glut.lib") #pragma comment(lib, "glaux.lib") UINT g_bmp[1];//贴图编号 GLUquadricObj *g_text;//贴图指针 void Box(float x, float y, float z) //长方体 { glPushMatrix(); glScalef(x, y, z); glEnable(GL_TEXTURE_2D); //贴图有效 glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); glDisable(GL_TEXTURE_2D);//取消贴图 glPopMatrix(); } bool LoadT8(char *filename, GLuint &texture) { AUX_RGBImageRec *pImage = NULL; pImage = auxDIBImageLoadA(filename); //装入位图 if (pImage == NULL) return false; glGenTextures(1, &texture); //生成贴图 glBindTexture(GL_TEXTURE_2D, g_bmp[0]); //贴图生效 gluBuild2DMipmaps(GL_TEXTURE_2D, 4, pImage->sizeX, pImage->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); //贴图数据 free(pImage->data);//释放位图内存 free(pImage); return true; } void renderScene(void) { static float i = 0; i += 0.01f; if (i > 360) i = 0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0, 0, -1.5); glRotatef(i, 1, 1, 1); Box(0.3f, 0.3f, 0.3f); glutSwapBuffers(); } void changeSize(int w, int h) { if (h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。 glLoadIdentity(); glViewport(0, 0, w, h);// 设置视口大小为整个窗口大小 gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵 glMatrixMode(GL_MODELVIEW);//下面是设置模型视图矩阵 glLoadIdentity(); gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点 } int main(int argc, char * argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(320, 320); glutCreateWindow("Hello OpenGL"); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); //指定程序空闲时调用函数 glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数 glEnable(GL_DEPTH_TEST); g_text = gluNewQuadric(); //申请贴图缓存 LoadT8("1.bmp", g_bmp[0]); glutMainLoop(); return 0; }
图片如下 1.bmp