图形学实验报告(6)

2020-02-21 21:34

} }

//一维图像

for(i = 0; i < 64; i++) }

/* Initialize material property, light source, lighting model, * and depth buffer. */

void init(void) {

GLfloat mat_specular[] = { 0.9, 0.9, 0.9, 1.0 }; GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

GLfloat ambient[] = { 0.4, 0.4, 0.4, 1.0 };

{ }

image1D[i][0]=(GLubyte)((i<=16)?255:0); image1D[i][1]=(GLubyte)((i>16)?0:255); image1D[i][2]=(GLubyte)0; //image1D[i][3]=(GLubyte)255;

int i=0;

GLfloat lmodel_ambient[] = { 0.5, 0.5, 0.5, 1.0 };

glClearColor (0.9, 0.9, 0.9, 0.0); glShadeModel (GL_SMOOTH); glEnable(GL_DEPTH_TEST);

glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuseMaterial); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 25.0);

glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);

glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0);

glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);

glEnable(GL_COLOR_MATERIAL);

MakeParabolicSurface();

ComputeVertexNormal();

MakeImage();

{ //add by cxg

m_leftDown=0; m_rotation=0.0; m_clip = 2;

for(i=0;i<3;i++) { }

m_axis[i]=1.0; m_translate[i]=0.0;

//初始化旋转矩阵 for(i=0;i<16;i++) { }

for(i=0;i<4;i++)

m_rotMatrix[i*4+i]=1; m_rotMatrix[i]=0;

m_transMode=ROTATE;

}

}

flag = 0;

void SetLightPos() {

glLoadIdentity(); glPushMatrix();

GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glEnable(GL_LIGHTING); glPopMatrix();

glEnable(GL_LIGHT0); }

void DrawTextureGraph() {

glGenTextures(2,m_texName);

glBindTexture(GL_TEXTURE_2D,m_texName[0]);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

glTexImage2D(GL_TEXTURE_2D,0,

GL_RGB, 64,64,0,

//texture type,level //internal format //width,height,border //format,type //棋盘作为纹理图像

GL_RGB,GL_UNSIGNED_BYTE, checkImage);

//一维纹理

glBindTexture(GL_TEXTURE_1D,m_texName[1]);

glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_WRAP_S,GL_REPEAT);

glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);


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