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1、【代码】#include #include #include static double X = 0;static double Y = 0;static double Z = 7;/ 定义函数指针,在Windows环境下使用OpenGL扩展PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;/ 纹理存储数组static GLubyte T064644;static GLubyte T164644;static GLubyte T2
2、64644;/ 纹理名字static GLuint Tname0;static GLuint Tname1;static GLuint Tname2;/ 创建纹理void makeImages()int i, j, c;/ 第一个纹理,渐变绿色,*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;/ 第二个纹理,黑白相间横条,*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;/ 第三个纹理,黑白相间竖条,*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() / 获取函数地址glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress(glActiveTextureARB);glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress(glMultiTexCoord2fARB);/ 场景初始化glClearColor (0.0, 0.0, 0.0, 0.0);glShadeModel(GL_FLAT);glEnable(GL_DEPTH_TES
5、T);makeImages(); / 纹理初始化glPixelStorei(GL_UNPACK_ALIGNMENT, 1); / 对其像素字节glGenTextures(1, &Tname0); / 获取纹理名字glGenTextures(1, &Tname1); / 获取纹理名字glGenTextures(1, &Tname2); / 获取纹理名字/ 初始化纹理glBindTexture(GL_TEXTURE_2D, Tname0); / 生成指定名字的纹理对象glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNS
6、IGNED_BYTE, T0); / 设置纹理对象内容glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); / 设置纹理过滤方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); / 设置纹理过滤方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); / 设置纹理过滤方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
7、 GL_LINEAR); / 设置纹理过滤方式/ 同上,初始化纹理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,初始化纹理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); / 视图变换/ 激活纹理对象glActiveTextureARB (GL_TEXTURE0_ARB); / 选中号纹理glEnable(GL_TEXTURE_2D); / 使纹理可用glBindTexture(GL_TEXTURE_2D, Tname0); / 激活纹理glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); / 设置纹理贴图方式/ 绘制正方形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,绘制正方形,使用号纹理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,绘制正方形,使用号纹理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 (GL_TEXTURE2_ARB, 1.0, 1.0);glVertex3f(4.0, 3.5, 0.0);glMultiTexCoord2fARB (GL_TEXTURE2_ARB, 1.0, 0.0);glVertex3f(4.