// This is the main project file for VC++ application project // generated using an Application Wizard. #include "stdafx.h" #using using namespace System; using namespace System; #include "stdafx.h" #using using namespace System; #include #include //This program shows a checkerboard texture on a rotating teapot. static GLfloat theta[] = {0.0,0.0,0.0}; static GLint axis = 2; void display(void) { /* display callback, clear frame buffer and z buffer, rotate and draw, swap buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); glutSolidTeapot(1.0); glutSwapBuffers(); } void spinCube() { /* Idle callback, spin 2 degrees about selected axis */ theta[axis] += 2.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; /* display(); */ glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { /* mouse callback, selects an axis about which to rotate */ if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } void main(int argc, char **argv) {//set up the checker image GLubyte image[64][64][3]; int i, j, r, c; for(i=0;i<64;i++) { for(j=0;j<64;j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; image[i][j][0]= (GLubyte) c; image[i][j][1]= (GLubyte) c; image[i][j][2]= (GLubyte) c; } } glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); /* need both double buffering and z buffer */ glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); /*glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, planes); glEnable(GL_TEXTURE_GEN_S); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_T, GL_OBJECT_PLANE, planet); glEnable(GL_TEXTURE_GEN_T);*/ /* glPixelStorei(GL_UNPACK_ALIGNMENT,1); */ glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); /* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_NEAREST);*/ /* gluBuild2DMipmaps(GL_TEXTURE_2D,3,64,64,GL_RGB,GL_UNSIGNED_BYTE, image);*/ /* glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);*/ glClearColor(1.0,1.0,1.0,1.0); glutMainLoop(); }