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OpenGL教室纹理映射贴图

图形和图像处理

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  • 开发语言:C/C++
  • 实例大小:3.41M
  • 下载次数:34
  • 浏览次数:348
  • 发布时间:2019-09-16
  • 实例类别:图形和图像处理
  • 发 布 人:蓝胖子1109
  • 文件格式:.rar
  • 所需积分:5
 相关标签: OpenGL 纹理 贴图

实例介绍

【实例简介】

【实例截图】

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【核心代码】

#include<gl/glut.h> 
#include<windows.h> 
#include<math.h> 
#include <stdio.h> 
#include <stdlib.h> 

#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1

GLfloat light_position1[]={0,28,-20,1.0};
GLfloat model_ambient[]={0.05f,0.05f,0.05f,1.0f};
 
GLfloat mat_specular[]={0.8,1.0,1.0,1.0}; 
GLfloat mat_shininess[]={5.0}; 
GLfloat mat_ambient[]={0.1,0.1,0.1,1}; 

GLfloat white_light[]={1.0,1.0,1.0,1.0}; 

GLfloat light[]={1.0,1.0,1.0,1}; 

GLfloat light_position0[]={0,28,20,1.0}; 


GLint WinWidth; 
GLint WinHeight; 

//define the eyepoint
typedef struct EyePoint 
{ 
	GLfloat x; 
	GLfloat y; 
	GLfloat z; 
}EyePoint;
 
EyePoint myEye; 
EyePoint vPoint; 
GLfloat vAngle=0; 


//the function about the texture 
#define BMP_Header_Length 54 
void grab(void) { 

	FILE* pDummyFile; FILE* pWritingFile; 
	GLubyte* pPixelData; 
	GLubyte BMP_Header[BMP_Header_Length]; 
	GLint i, j; 
	GLint PixelDataLength; 
	
	i = WinWidth * 3;
	while( i%4 != 0 )  
			  i;  
	PixelDataLength = i * WinHeight; 
	pPixelData = (GLubyte*)malloc(PixelDataLength); 
	if( pPixelData == 0 ) 
		exit(0); 
	pDummyFile = fopen("dummy.bmp", "rb"); 
	if( pDummyFile == 0 ) 
		exit(0); 
	pWritingFile = fopen("grab.bmp", "wb"); 
	if( pWritingFile == 0 ) 
		exit(0); 
	glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 
	glReadPixels(0, 0, WinWidth, WinHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE, pPixelData); 
	
	fread(BMP_Header, sizeof(BMP_Header), 1, pDummyFile); 
	fwrite(BMP_Header, sizeof(BMP_Header), 1, pWritingFile); 
	fseek(pWritingFile, 0x0012, SEEK_SET); 
	i = WinWidth; 
	j = WinHeight; 
	fwrite(&i, sizeof(i), 1, pWritingFile); 
	fwrite(&j, sizeof(j), 1, pWritingFile); 
	fseek(pWritingFile, 0, SEEK_END); 
	fwrite(pPixelData, PixelDataLength, 1, pWritingFile); 
	fclose(pDummyFile); fclose(pWritingFile); free(pPixelData); 
} 

//power of two 
int power_of_two(int n) 
{ 
	if( n <= 0 ) 
	return 0; 
	return (n & (n-1)) == 0; 
} 

/* 函数load_texture
 * 读取一个BMP文件作为纹理
 * 如果失败,返回0,如果成功,返回纹理编号
 */
//load texture function
GLuint load_texture(const char* file_name) 
{ 
	GLint width, height, total_bytes; 
	GLubyte* pixels = 0; 
	GLint last_texture_ID=0; 
	GLuint texture_ID = 0; 

 //打开文件,如果失败,返回
	FILE* pFile = fopen(file_name, "rb"); 
	if( pFile == 0 ) 
		return 0; 
 //读取文件中图像的宽度和高度
	fseek(pFile, 0x0012, SEEK_SET); 
	fread(&width, 4, 1, pFile); 
	fread(&height, 4, 1, pFile); 
	fseek(pFile, BMP_Header_Length, SEEK_SET); 
//计算每行像素所占字节数,并根据此数据计算总像素字节数
	{ 
		GLint line_bytes = width * 3; 
		while( line_bytes % 4 != 0 ) 
		  line_bytes; 
		total_bytes = line_bytes * height; 
	} //{
//根据总像素字节数分配内存
    pixels = (GLubyte*)malloc(total_bytes); 
	if( pixels == 0 ){ 
		fclose(pFile); 
	return 0; 
	} //if
//读取像素数据
    if( fread(pixels, total_bytes, 1, pFile) <= 0 ){ 
		free(pixels); 
		fclose(pFile); 
	return 0; 
	} //if
	/* 在旧版本的OpenGL中
	 * 如果图像的宽度和高度不是整数次方,则需要进行缩放
	 * 这里并没有检查OpenGL版本,出于对版本兼容性的考虑,按旧版本处理
	 * 另外,无论旧版本还是新版本
	 * 当图像的宽度和高度超过当前OpenGL实现所支持的最大值时,也要进行缩放
	 */
	{ 
		GLint max; 
		glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max); 
		if( !power_of_two(width)|| !power_of_two(height)|| width > max|| height > max ){ 
			//规定缩放后新的大小为边长的正方形
			const GLint new_width = 256; 
			const GLint new_height = 256;  
			GLint new_line_bytes, new_total_bytes; 
			GLubyte* new_pixels = 0; 
			 //计算每行需要的字节数和总字节数
			new_line_bytes = new_width * 3; 
			while( new_line_bytes % 4 != 0 ) 
				  new_line_bytes; 
			new_total_bytes = new_line_bytes * new_height; 
			//分配内存 
			new_pixels = (GLubyte*)malloc(new_total_bytes); 
			if( new_pixels == 0 ){ 
				free(pixels); 
				fclose(pFile); 
			return 0; 
	}//if 
   //进行像素缩放
	gluScaleImage(GL_RGB,width, height, GL_UNSIGNED_BYTE, pixels,new_width, new_height, GL_UNSIGNED_BYTE, new_pixels); 
    //释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height
	free(pixels); 
	pixels = new_pixels; 
	width = new_width; 
	height = new_height; 
	}//if
}//{
//分配一个新的纹理编号	 
glGenTextures(1, &texture_ID); 
	if( texture_ID == 0 ) { 
		free(pixels); 
		fclose(pFile); 
	return 0; 
} //if
   //绑定新的纹理,载入纹理并设置纹理参数
	//在绑定前,先获得原来绑定的纹理编号,以便在最后进程恢复
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture_ID); 
	//在分配了纹理对象编号后,使用glBingTexture函数来指定“当前所使用的纹理对象”
	glBindTexture(GL_TEXTURE_2D, texture_ID); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels); 
	glBindTexture(GL_TEXTURE_2D, last_texture_ID); 

	//之前为pixels分配的内存可在使用glTexImage2D以后释放
	//因为此时像素数据已经被OpenGL另行保存了一份(可能被保存到专门的图形硬件中)
	free(pixels); 
	return texture_ID; 
} 

//set the names of the texture objects 定义纹理对象的名称 
GLuint texblackboard,texwindow,texwindow1,texceiling,
       texdoor,texbackwall,texgaodi,textdesk,textwall,textfloor,textdesk1; 

//draw the scene of the classroom
void drawscence() 
{ 
    

	//draw the ceiling
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texceiling); 
	glColor3f(0.3,0.3,0.3); 
	
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, -1.0f, 0.0f); 
	
	glTexCoord2f(0.0f, 0.0f); 
	glVertex3f(-40.0f,30.0f, 30.0f); 
	
	glTexCoord2f(0.0f, 3.0f); 
	glVertex3f(-40.0f, 30.0f, -30.0f); 
	
	glTexCoord2f(6.0f, 3.0f); 
	glVertex3f(40.0f, 30.0f, -30.0f); 

	glTexCoord2f(6.0f, 0.0f); 
	glVertex3f(40.0f, 30.0f, 30.0f); 

	glEnd(); 
	glDisable(GL_TEXTURE_2D); 

	
	//draw the floor
    glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, textfloor); 
	glColor3f(1.0f, 1.0f, 1.0f); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f); 

	glVertex3f(-40.0f,0.0f, 30.0f); 
    glVertex3f(-40.0f, 0.0f, -30.0f); 
	glVertex3f(40.0f, 0.0f, -30.0f); 
    glVertex3f(40.0f, 0.0f, 30.0f); 
    glEnd(); 

	glEnable(GL_TEXTURE_2D); 
	
	glBindTexture(GL_TEXTURE_2D, textwall); 

	//the wall and the windows in left
	glColor3f(0.8f,0.8f, 0.8f); 
	glBegin(GL_QUADS); 
	glNormal3f(1.0f, 0.0f, 0.0f); 
	glVertex3f(-40.0f,0.0f, 30.0f); 
	glVertex3f(-40.0f, 30.0f, 30.0f); 
	glVertex3f(-40.0f, 30.0f, -30.0f); 
	glVertex3f(-40.0f, 0.0f, -30.0f); 
	glEnd(); 
	glEnable(GL_TEXTURE_2D); 
	
	glBindTexture(GL_TEXTURE_2D, texwindow); 

    for(int n=0;n<=1;n  ) 
	{ 
		glBegin(GL_QUADS); 
		glNormal3f(1.0, 0.0f, 0.0f);  
		glTexCoord2f(1.0f, 0.0f);glVertex3f(-39.9, 10, -8 n*18); 
		glTexCoord2f(1.0f, 1.0f);glVertex3f(-39.9, 20, -8 n*18); 
		glTexCoord2f(0.0f, 1.0f);glVertex3f(-39.9, 20, -18 n*18); 
		glTexCoord2f(0.0f, 0.0f);glVertex3f(-39.9, 10, -18 n*18); 
		glEnd(); 
	} 
	glDisable(GL_TEXTURE_2D); 

	glEnable(GL_TEXTURE_2D); 
	
	glBindTexture(GL_TEXTURE_2D, textwall); 

	//the wall and the window in right 
	glColor3f(0.8f,0.8f, 0.8f); 
	glBegin(GL_QUADS); 
	glNormal3f(-1.0f, 0.0f, 0.0f); 
	glVertex3f(40.0f,0.0f, 30.0f); 
	glVertex3f(40.0f, 30.0f, 30.0f); 
	glVertex3f(40.0f, 30.0f, -30.0f); 
	glVertex3f(40.0f, 0.0f, -30.0f); 
	glEnd(); 
	glEnable(GL_TEXTURE_2D); 

	glBindTexture(GL_TEXTURE_2D, texwindow1); 
	glBegin(GL_QUADS); 
	glNormal3f(-1.0, 0.0f, 0.0f);
	glTexCoord2f(1.0f, 0.0f);glVertex3f(39.5, 10, 10); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(39.5, 20, 10); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(39.5, 20, 0); 
	glTexCoord2f(0.0f, 0.0f);glVertex3f(39.5, 10, 0); 
	glEnd(); 
	glDisable(GL_TEXTURE_2D); 

	//backwall 
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texbackwall); 
	glColor3f(0.8f,0.8f, 0.8f); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 0.0f, 1.0f); 
	
	glTexCoord2f(0.0f, 0.0f); 
	glVertex3f(-40.0f,0.0f, 30.0f); 
	glTexCoord2f(0.0f, 1.0f); 
	glVertex3f(-40.0f, 30.0f, 30.0f); 
	glTexCoord2f(1.0f, 1.0f); 
	glVertex3f(40.0f, 30.0f, 30.0f); 
	glTexCoord2f(1.0f, 0.0f); 
	glVertex3f(40.0f, 0.0f, 30.0f); 
	glEnd(); 

	//frontwall
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texbackwall); 
	glColor3f(0.8f,0.8f, 0.8f); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 0.0f, 1.0f);  
	glTexCoord2f(0.0f, 0.0f); 
	glVertex3f(-40.0f,0.0f, -30.0f); 
	glTexCoord2f(0.0f, 1.0f); 
	glVertex3f(-40.0f, 30.0f, -30.0f); 
	glTexCoord2f(1.0f, 1.0f); 
	glVertex3f(40.0f, 30.0f, -30.0f); 
	glTexCoord2f(1.0f, 0.0f); 
	glVertex3f(40.0f, 0.0f, -30.0f); 
	glEnd(); 

	//blackboard
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texblackboard); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 0.0f, 1.0f);  
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-20.0,8.0f, -29.9f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-20.0, 18.0f, -29.9f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(20.0, 18.0f, -29.9f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(20.0, 8.0f, -29.9f); 
	glEnd(); 
	glDisable(GL_TEXTURE_2D); 

	//gaodi 
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texgaodi); 

	//top 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f); 
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 1.5f, -22.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 1.5f, -22.0f); 
	glEnd();
 
	//down
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 0.0f, 1.0f);  
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(-30.0f, 0, -30.0f); 
	glEnd();
 
	//front 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f); 
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f);	
	glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f); 
	glEnd();
 
	//back 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f); 
	glTexCoord2f(0.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -30.0f); 
	glEnd(); 
	glDisable(GL_TEXTURE_2D); 

    //jiangtai 
 
	glBindTexture(GL_TEXTURE_2D, textdesk); 
	glEnable(GL_TEXTURE_2D); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f);  

	glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f); 
	glEnd(); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f);  
	glTexCoord2f(0.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -28.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -28.0f); 
	glEnd(); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f);  
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -28.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -28.0f); 
	glEnd(); 
	glBegin(GL_QUADS); 
	glNormal3f(0.0f, 1.0f, 0.0f);  
	glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 9.5f, -24.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -26.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -26.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 9.5f, -24.0f); 
	glEnd();  

    //door 
	glColor3f(0.521f,0.121f,0.0547f); 
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texdoor); 
	glBegin(GL_QUADS); 
	glNormal3f(-1.0f, 0.0f, 0.0f); 
	glTexCoord2f(0.0f, 0.0f);glVertex3f(39.9f, 0.0f, -25.0f); 
	glTexCoord2f(0.0f, 1.0f);glVertex3f(39.9f, 14.0f, -25.0f); 
	glTexCoord2f(1.0f, 1.0f);glVertex3f(39.9f, 14.0f, -19.0f); 
	glTexCoord2f(1.0f, 0.0f);glVertex3f(39.9f, 0.0f, -19.0f); 
	glEnd(); 
	glDisable(GL_TEXTURE_2D); 
 
} 

 //draw the desks
 void drawdesks() 
{ 

	GLfloat desk[]={1,0.9647,0.56078}; 
	for(int y=0;y<=2;y  ) { 
		for(int x=0;x<=1;x  ) { 
		//top
	   glEnable(GL_TEXTURE_2D); 
	   glBindTexture(GL_TEXTURE_2D, textdesk1);

		glColor4f(1,0.9647,0.56078,1); 
		glPushMatrix(); 
		glTranslatef(-20.0 x*40,8.1,-17.5 y*8); 
		glScalef(10,0.2,3); 
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); 
		glutSolidCube(1.0f); 
		glPopMatrix(); 

		glDisable(GL_TEXTURE_2D); 
	
		//down
		glColor4f(1,0.9647,0.56078,1); 
		glPushMatrix(); 
		glTranslatef(-20.0 x*40,6.1,-17.5 y*8); 
		glScalef(9,0.2,3); 
		glutSolidCube(1.0f); 
		glPopMatrix(); 

		//front 
		glColor4f(1,0.9647,0.56078,1); 
		glPushMatrix(); 
		glTranslatef(-20.0 x*40,7,-18.9 y*8); 
		glScalef(10,2,0.2); 
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); 
		glutSolidCube(1.0f); 
		glPopMatrix(); 
		

		//leg 
		glColor3f(0.0,0.0,0.0); 
		glBegin(GL_LINES); 
		glLineWidth(3.0f); 
		glVertex3f(-25.0 x*40,6.0f, -19 y*8); 
		glVertex3f(-25.0 x*40,0.0f, -19 y*8); 
		glEnd(); 
		glBegin(GL_LINES); 

		glLineWidth(3.0f); 
		glVertex3f(-15.0 x*40,6.0f, -19 y*8); 
		glVertex3f(-15.0 x*40,0.0f, -19 y*8); 
		glEnd(); 
		glBegin(GL_LINES); 
		glLineWidth(3.0f); 
		glVertex3f(-25.0 x*40,0.0f, -18 y*8); 
		glVertex3f(-25.0 x*40,0.0f, -20 y*8); 
		glEnd(); 
		glBegin(GL_LINES); 
		glLineWidth(3.0f); 
		glVertex3f(-15.0 x*40,0.0f, -18 y*8); 
		glVertex3f(-15.0 x*40,0.0f, -20 y*8); 
		glEnd(); 
		
} //for

		//the desks in the middle
		//top
		glEnable(GL_TEXTURE_2D); 
	    glBindTexture(GL_TEXTURE_2D, textdesk1);

		glColor3f(1,0.9647,0.56078); 
		glPushMatrix(); 
		glTranslatef(0,8.1,-17.5 y*8); 
		glScalef(20,0.2,3); 
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); 
		glutSolidCube(1.0f); 
		glPopMatrix(); 

		glDisable(GL_TEXTURE_2D); 

		//down 
		glColor3f(1,0.9647,0.56078); 
		glPushMatrix(); 
		glTranslatef(0,6.1,-17.5 y*8); 
		glScalef(19,0.2,3); 
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);	
		glutSolidCube(1.0f); 
		glPopMatrix(); 

		//front 
		glColor3f(1,0.9647,0.56078); 
		glPushMatrix(); 
		glTranslatef(0,7,-18.9 y*8); 
		glScalef(20,2,0.2); 
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); 
		glutSolidCube(1.0f); 
		glPopMatrix(); 

		//leg 
		glColor3f(0.0,0.0,0.0); 
		glBegin(GL_LINES); 
		glLineWidth(5.0f); 
		glVertex3f(-10.0,6.0f, -19 y*8); 
		glVertex3f(-10.0,0.0f, -19 y*8); 
		glEnd(); 
		glBegin(GL_LINES); 
		glLineWidth(5.0f); 
		glVertex3f(10.0,6.0f, -19 y*8); 
		glVertex3f(10.0,0.0f, -19 y*8); 
		glEnd();	
		glBegin(GL_LINES); 
		glLineWidth(5.0f); 
		glVertex3f(-10.0,0.0f, -18 y*8); 
		glVertex3f(-10,0.0f, -20 y*8); 
		glEnd(); 
		glBegin(GL_LINES); 
		glLineWidth(5.0f); 
		glVertex3f(10,0.0f, -18 y*8); 
		glVertex3f(10,0.0f, -20 y*8); 
		glEnd(); 
}//for 

} 

//drawchairs
void drawchairs() 
{ 
	GLfloat chair[]={0.1,0.67,0.62}; 
	for(int j=0;j<=2;j  ){ 
		for(int i=0;i<=1;i  ){ 
	//down
	glColor3f(0.1,0.67,0.62); 
	
	glPushMatrix(); 
	glTranslatef(-20 i*40,3.1,-14.5 j*8); 
	glScalef(10,0.2,3); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); 
	glutSolidCube(1.0f); 
	glPopMatrix(); 
	//back 

	glColor3f(0.1,0.67,0.62); 
	glPushMatrix(); 
	glTranslatef(-20 i*40,5,-13 j*8); 

	glScalef(10,4,0.2); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); 
	glutSolidCube(1.0f); 
	glPopMatrix(); 
	//leg 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(-25 i*40,3.0f, -13 j*8); 
	glVertex3f(-25 i*40,0.0f, -13 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(-15.0 i*40,3.0f, -13 j*8); 
	glVertex3f(-15.0 i*40,0.0f, -13 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES);	
    glLineWidth(3.0f); 
	glVertex3f(-25.0 i*40,0.0f, -12.5 j*8); 
	glVertex3f(-25 i*40,0.0f, -13.5 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(-15 i*40,0.0f, -12.5 j*8); 
	glVertex3f(-15 i*40,0.0f, -13.5 j*8); 
	glEnd(); 
	} 
	//down 
	glColor3f(0.1,0.67,0.62); 
	glPushMatrix(); 
	glTranslatef(0,3.1,-14.5 j*8); 
	glScalef(20,0.2,3); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); 
	glutSolidCube(1.0f); 
	glPopMatrix(); 
	//back 
	glColor3f(0.1,0.67,0.62); 
	glPushMatrix(); 

	glTranslatef(0,5,-13 j*8); 
	glScalef(20,4,0.2); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); 
	glutSolidCube(1.0f); 
	glPopMatrix(); 
	//leg 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(-10,3.0f, -13 j*8); 
	glVertex3f(-10,0.0f, -13 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(10,3.0f, -13 j*8); 
	glVertex3f(10,0.0f, -13 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(-10,0.0f, -12.5 j*8); 
	glVertex3f(-10,0.0f, -13.5 j*8); 
	glEnd(); 
	glColor3f(0.0,0.0,0.0); 
	glBegin(GL_LINES); 
	glLineWidth(3.0f); 
	glVertex3f(10,0.0f, -12.5 j*8); 
	glVertex3f(10,0.0f, -13.5 j*8); 
	glEnd(); 
} 
} 

//reshape
void reshape(int we,int he) 
{ 
	WinWidth=we; 
	WinHeight=he; 
	
	glViewport(0,0,(GLsizei) we, (GLsizei) he); 
	glMatrixMode(GL_PROJECTION); 

	glLoadIdentity(); 
	gluPerspective(90.0f, (GLfloat)we/(GLfloat)he, 0.01f,100.0f); 
	//透视图,参数1.眼睛睁开的角度 2.实际窗口的纵横比,即x/y
	//    3.近处的裁面   4.远处的裁面
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 
	gluLookAt(myEye.x, myEye.y, myEye.z, vPoint.x 30*sin(vAngle), vPoint.y,-30*cos(vAngle), 0.0f, 1.0f, 0.0f); 
} 
void display() 
{ 
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 
 
	//the function of drawing
	drawscence(); 
	//drawprojector(); 
	drawdesks(); 
	drawchairs(); 
	
	glFlush(); 
} 

//the action of the keyboard
GLvoid OnKeyboard(unsigned char key, int x, int y) 
{ 
	switch(key){ 
		//left
		case 97: 
		    myEye.x-=0.5; 
			vPoint.x-=0.5; 
		    if(myEye.x<=-40) 
			myEye.x=-40; 
			break; 
		//right
		case 100: 
			myEye.x =0.5; 
			vPoint.x =0.5; 
			if(myEye.x>=40) 
			myEye.x=40; 
			break; 
	    //down
		case 119: 
			myEye.z-=0.5; 
			if(myEye.z<=-30) 
			myEye.z=-30; 
		break;
		//up
		case 115: 
			myEye.z =0.5; 
			if(myEye.z>=30) 
			myEye.z=30; 
		break; 
		case 27: 
		exit(0); 
	} 
	reshape(WinWidth,WinHeight); 
	glutPostRedisplay(); 
} 

// the action of the special
GLvoid OnSpecial(int key, int x, int y) 
{ 
		switch(key){ 
			
		    case GLUT_KEY_LEFT: 
			vAngle-=0.05; 
			break; 
			case GLUT_KEY_RIGHT: 
			vAngle =0.05; 
			break; 
			
			case GLUT_KEY_UP: 
			myEye.y =0.05; 
            if(myEye.y>=30) 
			myEye.y=30; 
			break; 
			
			case GLUT_KEY_DOWN: 
			myEye.y-=0.5; 
			if(myEye.y<=0) 
			myEye.y=30; 
			break; 

			case GLUT_KEY_PAGE_DOWN: 
			myEye.z =0.5; 
			if(myEye.z>=30) 
			myEye.z=30; 
			break; 

			case GLUT_KEY_PAGE_UP: 
			myEye.z-=0.5; 
			if(myEye.z<=-30) 
			myEye.z=-30; 
			break; 
	} 
	reshape(WinWidth,WinHeight); 
	glutPostRedisplay(); 
}
 
//idle function
GLvoid OnIdle() 
{ 
	glutPostRedisplay(); 
	//标记当前窗体来重新显示,它会促使主循环尽快的调用完显示函数
} 

//initial function,initial many parameters including the light and so on
void initial(){ 
	
	glClearColor(0,0,0,0); 

	glEnable(GL_TEXTURE_2D); 

	glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);//set the mode of the current texture mapping 


	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,model_ambient); 
	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); 

	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); 
	glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); 

	glLightfv(GL_LIGHT0,GL_POSITION,light_position0); 
	glLightfv(GL_LIGHT0,GL_AMBIENT,mat_ambient); 
	glLightfv(GL_LIGHT0,GL_DIFFUSE,light); 
	glLightfv(GL_LIGHT0,GL_SPECULAR,light); 
	glLightfv(GL_LIGHT1,GL_POSITION,light_position1); 
	glLightfv(GL_LIGHT1,GL_AMBIENT,mat_ambient); 
	glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light); 
	glLightfv(GL_LIGHT1,GL_SPECULAR,white_light); 

	glEnable(GL_LIGHTING); 
	glEnable(GL_LIGHT0); 
	glEnable(GL_COLOR_MATERIAL); 

    glShadeModel(GL_SMOOTH); //set the mode of the color(flat or smooth)
	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); 
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); 
	glEnable(GL_DEPTH_TEST);
} 



int main(int argc, char* argv[]) 
{ 
	myEye.x=0; 
	myEye.y=15; 
	myEye.z=25; 

	vPoint.x=0; 
	vPoint.y=15; 
	vPoint.z=-30; 
	vAngle=0; 

	glEnable(GL_DEPTH_TEST); 

	glutInit(&argc, argv); 
	glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE); 
	glutInitWindowPosition(400, 0); 
	glutInitWindowSize(800, 600); 
	glutCreateWindow("教室"); 

	initial(); 

	glutDisplayFunc(&display); 
	glutReshapeFunc(reshape); 
	glutKeyboardFunc(OnKeyboard); 
	glutSpecialFunc(OnSpecial); 
	glutIdleFunc(OnIdle); 


    /* set the texture */
	texblackboard=load_texture("blackboard.bmp"); 
	texwindow=load_texture("window.bmp"); 
	texwindow1=load_texture("window1.bmp");
    texgaodi=load_texture("gaodi.bmp");
	texceiling=load_texture("ceiling.bmp"); 
	texdoor=load_texture("door.bmp"); 
    texbackwall=load_texture("backwall.bmp"); 
    textdesk=load_texture("tdesk.bmp"); 
	textwall=load_texture("wall.bmp"); 
	textfloor=load_texture("floor.bmp"); 
	textdesk1=load_texture("desk.bmp"); 

	
	
	glutMainLoop(); 

    return 0; 
} 

标签: OpenGL 纹理 贴图

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