本文整理汇总了C++中LoadGLTextures函数的典型用法代码示例。如果您正苦于以下问题:C++ LoadGLTextures函数的具体用法?C++ LoadGLTextures怎么用?C++ LoadGLTextures使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了LoadGLTextures函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
GLvoid NEHE17::InitGL(){
if(!LoadGLTextures("NeheGL/img/Font.bmp", 0)){
cout<<"Fail to load font texture"<<endl;
}
if(!LoadGLTextures("NeheGL/img/Bumps.bmp", 1)){
cout<<"Fail to load bumps texture"<<endl;
}
buildFont();
// Enable Texture Mapping
glEnable(GL_TEXTURE_2D);
// Enables Smooth Shading
glShadeModel(GL_SMOOTH);
// clear background as black
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// want the best perspective correction to be done
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Select The Type Of Blending
}
示例2: InitGL
/* A general OpenGL initialization function. Sets all of the initial parameters. */
GLvoid InitGL(GLsizei Width, GLsizei Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures(); // load the textures.
glEnable(GL_TEXTURE_2D); // Enable texture mapping.
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set the blending function for translucency (note off at init time)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // type of depth test to do.
glEnable(GL_DEPTH_TEST); // enables depth testing.
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
// set up lights.
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_LIGHT1);
}
示例3: InitGL
int InitGL(GLvoid) { // Все настройки OpenGL начинаются здесь
if (!LoadGLTextures()) { // Переход к процедуре загрузки текстуры
return FALSE; // Если текстура не загружена возращает FALSE
}
glEnable(GL_TEXTURE_2D); // Включение нанесения текстур
glShadeModel(GL_SMOOTH); // Включение гладкой закраски (smooth shading)
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // Очиска экрана, с заполнием его цветом тумана. ( Изменено )
glClearDepth(1.0f); // Установка буфера глубины
glEnable(GL_DEPTH_TEST); // Включение проверки глубины
glDepthFunc(GL_LEQUAL); // Тип выполняемой проверки глубины
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Изящная коррекция перспективы
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Установить цвет среды
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Установить диффузный (рассеиваемый) цвет
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // Разместить источник
glEnable(GL_LIGHT1); // Включить Источник света #1
glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Режим тумана
glFogfv(GL_FOG_COLOR, fogColor); // Цвет тумана
glFogf(GL_FOG_DENSITY, 0.35f); // Насколько густым будет туман
glHint(GL_FOG_HINT, GL_DONT_CARE); // Вспомогательная установка тумана
glFogf(GL_FOG_START, 1.0f); // Глубина, с которой начинается туман
glFogf(GL_FOG_END, 5.0f); // Глубина, где туман заканчивается.
glEnable(GL_FOG); // Включает туман (GL_FOG)
return TRUE; // Инициализация прошла OK
}
示例4: InitGL
GLvoid InitGL(GLsizei Width, GLsizei Height) // This Will Be Called Right After The GL Window Is Created
{
LoadGLTextures(); // Load The Texture(s)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glEnable(GL_BLEND);
for (loop=0; loop<num; loop++)
{
star[loop].angle=0.0f;
star[loop].dist=(float(loop)/num)*5.0f;
star[loop].r=rand()%256;
star[loop].g=rand()%256;
star[loop].b=rand()%256;
}
}
示例5: InitGL
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
float float_x, float_y; // loop counters.
LoadGLTextures(); // Load The Texture(s)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor(0.0f, 0.0f, 1.0f, 0.0f); // Clear The Background Color To Blue
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
for(float_x = 0.0f; float_x < 9.0f; float_x += 0.2f ) {
for(float_y = 0.0f; float_y < 9.0f; float_y += 0.2f) {
points[ (int) (float_x*5) ][ (int) (float_y*5) ][0] = float_x - 4.4f;
points[ (int) (float_x*5) ][ (int) (float_y*5) ][1] = float_y - 4.4f;
points[ (int) (float_x*5) ][ (int) (float_y*5) ][2] = (float) (sin( ( (float_x*5*8)/360 ) * 3.14159 * 2 ));
}
}
}
示例6: InitGL
void InitGL(int width, int height )
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth( 1.0 );
glDepthFunc( GL_LESS );
glEnable( GL_DEPTH_TEST );
glShadeModel( GL_SMOOTH );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, ( (GLfloat)width / (GLfloat)height ), 0.1f, 100.0f);
glMatrixMode( GL_MODELVIEW );
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // add lighting. (ambient)
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // add lighting. (diffuse).
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // set light position.
glEnable(GL_LIGHT1); // turn light 1 on.
}
示例7:
GLvoid NEHE22::InitGL(){
multitextureSupported=initMultitexture();
if(!LoadGLTextures()){
cout<<"Fail to load textures"<<endl;
}
// Enable Texture Mapping
glEnable(GL_TEXTURE_2D);
// Enables Smooth Shading
glShadeModel(GL_SMOOTH);
// clear background as black
glClearColor(0.0f,0.0f,0.0f,0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// want the best perspective correction to be done
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
initLights();
}
示例8: InitGL
int InitGL(GLvoid)
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glEnable(GL_BLEND);
for (loop=0; loop<num; loop++)
{
star[loop].angle=0.0f;
star[loop].dist=(float(loop)/num)*5.0f;
star[loop].r=rand()%256;
star[loop].g=rand()%256;
star[loop].b=rand()%256;
}
return TRUE;
}
示例9: InitGL
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if(!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
//glEnable(GL_DEPTH_TEST); // Enables Depth Testing
//glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glBlendFunc(GL_SRC_ALPHA,GL_ONE); //设置混色函数设置半透明效果
glEnable(GL_BLEND); //启用混色
for(loop = 0; loop < num; loop ++)
{
star[loop].angle = 0.0f;
star[loop].dist = (float(loop)/num) * 5.0f;
star[loop].r = rand()%256;
star[loop].g = rand()%256;
star[loop].b = rand()%256;
}
return TRUE; // Initialization Went OK
}
示例10: InitGL
int InitGL() // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return false; // If Texture Didn't Load Return false
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glPolygonMode( GL_BACK, GL_FILL ); // Back Face Is Solid
glPolygonMode( GL_FRONT, GL_LINE ); // Front Face Is Made Of Lines
for(int x=0; x<45; x++)
{
for(int y=0; y<45; y++)
{
points[x][y][0]=float((x/5.0f)-4.5f);
points[x][y][1]=float((y/5.0f)-4.5f);
points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
}
}
return true; // Initialization Went OK
}
示例11: InitGL
int InitGL(GLvoid) // 此处开始对OpenGL进行所有设置
{
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // 启用阴影平滑
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // 黑色背景
glClearDepth(1.0f); // 设置深度缓存
glEnable(GL_DEPTH_TEST); // 启用深度测试
glDepthFunc(GL_LEQUAL); // 所作深度测试的类型
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // 告诉系统对透视进行修正
glLightfv(GL_LIGHT1, GL_AMBIENT, g_lightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, g_lightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, g_lightPosition);
glEnable(GL_LIGHT1);
return TRUE; // 初始化 OK
}
示例12: InitGL
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One
quadratic=gluNewQuadric(); // Create A Pointer To The Quadric Object (Return 0 If No Memory)
gluQuadricNormals(quadratic, GLU_SMOOTH); // Create Smooth Normals
gluQuadricTexture(quadratic, GL_TRUE); // Create Texture Coords
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set The Texture Generation Mode For S To Sphere Mapping (NEW)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set The Texture Generation Mode For T To Sphere Mapping (NEW)
return TRUE; // Initialization Went OK
}
示例13: InitGL
/* A general OpenGL initialization function. Sets all of the initial parameters. */
GLvoid InitGL(GLsizei Width, GLsizei Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures(); // Load the textures
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0, GLfloat(Width)/GLfloat(Height),0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
quadric=gluNewQuadric(); // Create A Pointer To The Quadric Object ( NEW )
// Can also use GLU_NONE, GLU_FLAT
gluQuadricNormals(quadric, GLU_SMOOTH); // Create Smooth Normals
gluQuadricTexture(quadric, GL_TRUE); // Create Texture Coords ( NEW )
m_bFullscreen = false;
m_mouseX = 0;
m_mouseY = 0;
m_tiltAngle = -70.0f;
m_twistAngle = -45.0f;
m_distance = 270.0f;
m_bLeftMouseButtonDown = false;
m_bRightMouseButtonDown = false;
m_lastTick = 0;
m_lastRenderTick = 0;
m_bPaused = false;
}
示例14: InitGL
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // If Loading The Textures Failed
{
return false; // Return false
}
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.2f, 0.5f, 1.0f, 1.0f); // Background
glClearDepth(1.0f); // Depth Buffer Setup
glClearStencil(0); // Clear The Stencil Buffer To 0
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmb); // Set The Ambient Lighting For Light0
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDif); // Set The Diffuse Lighting For Light0
glLightfv(GL_LIGHT0, GL_POSITION, LightPos); // Set The Position For Light0
glEnable(GL_LIGHT0); // Enable Light 0
glEnable(GL_LIGHTING); // Enable Lighting
q = gluNewQuadric(); // Create A New Quadratic
gluQuadricNormals(q, GL_SMOOTH); // Generate Smooth Normals For The Quad
gluQuadricTexture(q, GL_TRUE); // Enable Texture Coords For The Quad
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set Up Sphere Mapping
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set Up Sphere Mapping
return true; // Initialization Went OK
}
示例15: glShadeModel
GLvoid NEHE09::InitGL(){
//give the relative directory of image under current project folder
if(!LoadGLTextures("NeheGL/img/star.bmp")){
cout<<"Fail to load textures"<<endl;
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glEnable(GL_BLEND); // Enable Blending
//initial stars
for(loop=0; loop<num; loop++){
star[loop].angle=0.0f;
star[loop].dist=(float(loop)/num)*5.0f;
star[loop].r=rand()%256;
star[loop].g=rand()%256;
star[loop].b=rand()%256;
}
}