第三段代码是关于显示的部分,以及main函数。注意,我们只在main函数中读取了两幅纹理,并把它们保存在各自的纹理对象中,以后就再也不载入纹理。每次绘制时使用glBindTexture在不同的纹理对象中切换。另外,我们使用了超过1.0的纹理坐标,由于GL_TEXTURE_WRAP_S和GL_TEXTURE_WRAP_T参数都被设置为GL_REPEAT,所以得到的效果就是纹理像素的重复,有点向地板砖的花纹那样。读者可以试着修改“墙”的纹理坐标,将5.0修改为10.0,看看效果有什么变化。
/* 两个纹理对象的编号
*/
GLuint texGround;
GLuint texWall;
void display(void)
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置视角
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75, 1, 1, 21);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 5, 5, 0, 0, 0, 0, 0, 1);
// 使用“地”纹理绘制土地
glBindTexture(GL_TEXTURE_2D, texGround);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-8.0f, -8.0f, 0.0f);
glTexCoord2f(0.0f, 5.0f); glVertex3f(-8.0f, 8.0f, 0.0f);
glTexCoord2f(5.0f, 5.0f); glVertex3f(8.0f, 8.0f, 0.0f);
glTexCoord2f(5.0f, 0.0f); glVertex3f(8.0f, -8.0f, 0.0f);
glEnd();
// 使用“墙”纹理绘制栅栏
glBindTexture(GL_TEXTURE_2D, texWall);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-6.0f, -3.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-6.0f, -3.0f, 1.5f);
glTexCoord2f(5.0f, 1.0f); glVertex3f(6.0f, -3.0f, 1.5f);
glTexCoord2f(5.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);
glEnd();
// 旋转后再绘制一个
glRotatef(-90, 0, 0, 1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-6.0f, -3.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-6.0f, -3.0f, 1.5f);
glTexCoord2f(5.0f, 1.0f); glVertex3f(6.0f, -3.0f, 1.5f);
glTexCoord2f(5.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);
glEnd();
// 交换缓冲区,并保存像素数据到文件
glutSwapBuffers();
grab();
}
int main(int argc, char* argv[])
{
// GLUT初始化
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WindowTitle);
glutDisplayFunc(&display);
// 在这里做一些初始化
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
texGround = load_texture("ground.bmp");
texWall = load_texture("wall.bmp");
// 开始显示
glutMainLoop();
return 0;
}
=====================未完,请勿跟帖=====================