WinCE OpenGL绘制立方体和纹理贴图
THER);
// 告诉系统对透视进行修正glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);// 黑色背景glClearColor(0, 0, 0, 0);
// 启用阴影平滑glShadeModel(GL_SMOOTH);
// 设置深度缓存glClearDepthf(1.0f);// 启用深度测试glEnable(GL_DEPTH_TEST);// 所作深度测试的类型glDepthFunc(GL_LEQUAL);
// 启用2D纹理glEnable(GL_TEXTURE_2D);// 加载纹理LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[0]);LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[1]);LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[2]);LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[3]);LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[4]);LoadTexture(_T(\\NAND2\\OpenGlRes\\1.png),texture[5]);}
void Render()
{ static float rotation = 0;// 清除屏幕和深度缓存glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);// 重置当前的模型观察矩阵glLoadIdentity();
// 坐标变换glTranslatef(0.0f, 0.0f, -5.0f);
// 设置旋转glRotatef(rotation++, 0.0f, 1.0f, 0.0f);glRotatef(rotation++, 1.0f, 0.0f, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_SHORT, 0, vertices);glTexCoordPointer(2, GL_SHORT, 0, texCoords);
// 绘制立方体并绑定纹理glBindTexture(GL_TEXTURE_2D, texture[0]);glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices1);glBindTexture(GL_TEXTURE_2D, texture[1]);glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_BYTE, indices2);glBindTexture(GL_TEXTURE_2D, texture[2]);glDrawElements(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_BYTE, indices3);glBindTexture(GL_TEXTURE_2D, texture[3]);glDrawElements(GL_TRIANGLE_STRIP, 16, GL_UNSIGNED_BYTE, indices4);glBindTexture(GL_TEXTURE_2D, texture[4]);glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_BYTE, indices5);glBindTexture(GL_TEXTURE_2D, texture[5]);glDrawElements(GL_TRIANGLE_STRIP, 24, GL_UNSIGNED_BYTE, indices6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);glDisableClientState(GL_VERTEX_ARRAY);
eglSwapBuffers(glesDisplay, glesSurface);}
void Clean()
{ if(glesDisplay)
{ eglMakeCurrent(glesDisplay, NULL, NULL, NULL);if(glesContext) eglDestroyContext(glesDisplay, glesContext);if(glesSurface) eglDestroySurface(glesDisplay, glesSurface);eglTerminate(glesDisplay);}
BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id)
{ if(!g_Image.Load(lpFileName))
return FALSE;
// 创建纹理glGenTextures(1, id);// 绑定纹理glBindTexture(GL_TEXTURE_2D, *id);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_Image.Width(), g_Image.Height(), 0, GL_RGB, GL_UNSIGNED_BYTE, g_Image.GetBmpImage());
g_Image.Free();
return TRUE;}
以下实现了一个文件加载类,用以将外部图片资源转化成绘制纹理时所需的位图数据。参考代码如下:
view plain /******************************************************************** filename: CImgLoader.h created: 2011-01-05 author: firehood
purpose: 文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据图片格式支持bmp、png、jpg. *********************************************************************/ #pragma once
class CImgLoader { public:CImgLoader(void);~CImgLoader(void);public:// 加载图片资源BOOL Load(LPCTSTR lpFileName);// 获取位图数据unsigned char* GetBmpImage(void);// 释放图片资源void Free();// 获取图像宽度int Width();// 获取图像高度int Height();private:int m_Width; // 图像宽度int m_Height; // 图像高度unsigned char *m_pImage; // 指向图像数据的指针};
view plain /******************************************************************** filename: CImgLoader.cpp
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