OpenGL给立方体纹理贴图
本帖最后由 xiajun07061225 于 2012-03-11 10:57:21 编辑 下面是我的代码,实现的功能是绘制一个立方体,并给六个面贴上不同的纹理,(导入的六张bmp图片都是256*256大小的)。但是看到的效果是乱的,谁能帮我看看嘛?感激不尽~~
在这里我用到了SOIL(Simple OpenGL Image Library)库:http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/
我的代码:
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include "SOIL.h"
GLuint texture[6];//6 textures for 6 faces of the cube
GLfloat xRot,yRot,zRot;//control cube's rotation
//load the bitmap and convert it into a texture
int LoadGLTextures()
{
int Status = 0;
char *bmpFile[6] = {"BmpFile/Ferrary.bmp","BmpFile/Honda.bmp","BmpFile/Hust.bmp",
"BmpFile/Lamborghini.bmp","BmpFile/NeHe.bmp","BmpFile/Porsche.bmp"};
for (int i = 0;i < 6;++i)
{
texture[i] = SOIL_load_OGL_texture(
bmpFile[i],
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y);
printf("texture[%d]: %d\n",i,texture[i]);
if(texture[i] == 0)
Status = 0;
glBindTexture(GL_TEXTURE_2D,texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
return Status;
}
int init()
{
glEnable(GL_TEXTURE_2D);
if(!LoadGLTextures())
return 0;
glShadeModel(GL_SMOOTH);
glClearColor(0.0f,0.0f,0.0f,0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
return 1;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(xRot,1.0f,0.0f,0.0f);
glRotatef(yRot,0.0f,1.0f,0.0f);
glRotatef(zRot,0.0f,0.0f,1.0f);
//glRotatef(45,1.0f,0.0f,0.0f);
//glRotatef(45,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D,texture[0]);
glBegin(GL_QUADS);
// Front Face
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[1]);
glBegin(GL_QUADS);
// Back Face
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[2]);
glBegin(GL_QUADS);
// Top Face
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[3]);
glBegin(GL_QUADS);
// Bottom Face
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[4]);
glBegin(GL_QUADS);
// Right face
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[5]);
glBegin(GL_QUADS);
// Left Face
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
/*xRot += 0.3f;
yRot += 0.4f;
zRot += 0.5f;*/
glutSwapBuffers();
}
void reshape(int w,int h)
{
if (0 == h)
h = 1;
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f,(GLfloat)w / (GLfloat)h,1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key,int x,int y)
{
switch(key){
case 'x':
xRot += 1.0f;
glutPostRedisplay();
break;
case 'y':
yRot += 1.0f;
glutPostRedisplay();
break;
case 'z':
zRot += 1.0f;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(400,400);
glutInitWindowPosition(100,100);
glutCreateWindow("Texture Map");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}