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1、【代碼】#include #include #include static double X = 0;static double Y = 0;static double Z = 7;/ 定義函數(shù)指針,在Windows環(huán)境下使用OpenGL擴展PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;/ 紋理存儲數(shù)組static GLubyte T064644;static GLubyte T164644;static GLubyte T2

2、64644;/ 紋理名字static GLuint Tname0;static GLuint Tname1;static GLuint Tname2;/ 創(chuàng)建紋理void makeImages()int i, j, c;/ 第一個紋理,漸變綠色,*64for (i = 0; i 64; i+) for (j = 0; j 64; j+) T0ij0 = (GLubyte) 0;T0ij1 = (GLubyte) i * 5 + j * 5;T0ij2 = (GLubyte) 0;T0ij3 = (GLubyte) 255;/ 第二個紋理,黑白相間橫條,*64for (i = 0; i 64;

3、i+) for (j = 0; j 64; j+) if (i % 16 8) c = 255;else c = 0;T1ij0 = (GLubyte) c;T1ij1 = (GLubyte) c;T1ij2 = (GLubyte) c;T1ij3 = (GLubyte) 255;/ 第三個紋理,黑白相間豎條,*64for (i = 0; i 64; i+) for (j = 0; j 64; j+) if (j % 16 8) c = 255;else c = 0;T2ij0 = (GLubyte) c;T2ij1 = (GLubyte) c;T2ij2 = (GLubyte) c;T2ij

4、3 = (GLubyte) 255;void init() / 獲取函數(shù)地址glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress(glActiveTextureARB);glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress(glMultiTexCoord2fARB);/ 場景初始化glClearColor (0.0, 0.0, 0.0, 0.0);glShadeModel(GL_FLAT);glEnable(GL_DEPTH_TES

5、T);makeImages(); / 紋理初始化glPixelStorei(GL_UNPACK_ALIGNMENT, 1); / 對其像素字節(jié)glGenTextures(1, &Tname0); / 獲取紋理名字glGenTextures(1, &Tname1); / 獲取紋理名字glGenTextures(1, &Tname2); / 獲取紋理名字/ 初始化紋理glBindTexture(GL_TEXTURE_2D, Tname0); / 生成指定名字的紋理對象glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNS

6、IGNED_BYTE, T0); / 設置紋理對象內(nèi)容glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); / 設置紋理過濾方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); / 設置紋理過濾方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); / 設置紋理過濾方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,

7、 GL_LINEAR); / 設置紋理過濾方式/ 同上,初始化紋理glBindTexture(GL_TEXTURE_2D, Tname1);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, T1);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);glTexParameteri(GL_TEXTURE

8、_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);/ 同上,初始化紋理glBindTexture(GL_TEXTURE_2D, Tname2);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, T2);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexP

9、arameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);void display()glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();gluLookAt(GLfloat)X, (GLfloat)Y,

10、(GLfloat)Z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); / 視圖變換/ 激活紋理對象glActiveTextureARB (GL_TEXTURE0_ARB); / 選中號紋理glEnable(GL_TEXTURE_2D); / 使紋理可用glBindTexture(GL_TEXTURE_2D, Tname0); / 激活紋理glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); / 設置紋理貼圖方式/ 繪制正方形glBegin(GL_QUADS);glMultiTexCoord2fARB (GL_T

11、EXTURE0_ARB, 0.0, 0.0);glVertex3f(-4.0, 1.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 1.0);glVertex3f(-4.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 1.0);glVertex3f(-2.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0);glVertex3f(-2.0, 1.5, 0.0);glEnd();glDisable(GL_T

12、EXTURE_2D);/ 同上,繪制正方形,使用號紋理glActiveTextureARB (GL_TEXTURE1_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname1);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);glBegin(GL_QUADS);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 0.0);glVertex3f(-1.0, 1.5, 0.0);glMultiTexCoord2fARB

13、(GL_TEXTURE1_ARB, 0.0, 1.0);glVertex3f(-1.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);glVertex3f(1.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);glVertex3f(1.0, 1.5, 0.0);glEnd();glDisable(GL_TEXTURE_2D);/ 同上,繪制正方形,使用號紋理glActiveTextureARB(GL_TEXTURE2_ARB);glEnable(G

14、L_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname2);glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);glBegin(GL_QUADS);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 0.0);glVertex3f(2.0, 1.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 1.0);glVertex3f(2.0, 3.5, 0.0);glMultiTexCoord2fARB (

15、GL_TEXTURE2_ARB, 1.0, 1.0);glVertex3f(4.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 1.0, 0.0);glVertex3f(4.0, 1.5, 0.0);glEnd();glDisable(GL_TEXTURE_2D);/ 同上,繪制正方形,使用號和號紋理glActiveTextureARB (GL_TEXTURE0_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname0);glTexEnvi (GL_TEXTURE_E

16、NV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glActiveTextureARB (GL_TEXTURE1_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname1);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glBegin(GL_QUADS);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_AR

17、B, 0.0, 0.0);glVertex3f(-2.5, -1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 1.0);glVertex3f(-2.5, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);glVertex3f(-0.5, 1.0, 0.0);glMultiTe

18、xCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);glVertex3f(-0.5, -1.0, 0.0);glEnd();/ 反激活紋理,防止干擾glActiveTextureARB (GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D);glActiveTextureARB (GL_TEXTURE1_ARB);glDisable(GL_TEXTURE_2D);/ 同上,繪制正方形,使用號和號紋理glActiveTextureARB (

19、GL_TEXTURE1_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname1);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glActiveTextureARB (GL_TEXTURE2_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname2);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);gl

20、Begin(GL_QUADS);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 0.0);glVertex3f(0.5, -1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 1.0);glVertex3f(0.5, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_A

21、RB, 1.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 1.0, 1.0);glVertex3f(2.5, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 1.0, 0.0);glVertex3f(2.5, -1.0, 0.0);glEnd();glActiveTextureARB (GL_TEXTURE1_ARB);glDisable(GL_TEXTURE_2D);glActiveTextureA

22、RB (GL_TEXTURE2_ARB);glDisable(GL_TEXTURE_2D);/ 繪制正方形,使用號、號和號紋理glActiveTextureARB (GL_TEXTURE0_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname0);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glActiveTextureARB (GL_TEXTURE1_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_

23、TEXTURE_2D, Tname1);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glActiveTextureARB (GL_TEXTURE2_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, Tname2);glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glBegin(GL_QUADS);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0

24、, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 0.0);glVertex3f(-1.0, -3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 0.0, 1.0);glVertex3f(-1.0, -1.

25、5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 1.0, 1.0);glVertex3f(1.0, -1.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0);glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);glMultiTexCoord2fARB

26、 (GL_TEXTURE2_ARB, 1.0, 0.0);glVertex3f(1.0, -3.5, 0.0);glEnd();glActiveTextureARB (GL_TEXTURE0_ARB);glDisable(GL_TEXTURE_2D);glActiveTextureARB (GL_TEXTURE1_ARB);glDisable(GL_TEXTURE_2D);glActiveTextureARB (GL_TEXTURE2_ARB);glDisable(GL_TEXTURE_2D);glFlush();void reshape(int w, int h)glViewport(0, 0, (GLsizei) w, (GLsizei) h);glMatrixMode(GL_PROJECTION);glLoadIdenti

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