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我有以下工作代码(我从一个例子中了解到)。OPEN GL颜色映射
它产生一个立方体,其侧面着色不同。 有没有什么办法可以将颜色分配给边上的每个(一组)像素,具体取决于它们的位置或某种模拟。有些东西就像立方体表面上的标量场的彩色贴图......? 有人可以给我一个这样做的任意表面的例子吗?
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/freeglut_ext.h>
void init(void)
{
glClearColor(0,0,0,0);
glShadeModel(GL_FLAT);
}
void DrawCube(void)
{
glLoadIdentity();
gluLookAt(0, 10, 10, 0, 1, 0, 0, -2, -35.7);
glBegin(GL_QUADS);
//face in xy plane
glColor3f(0.12, 0.91, 0.02);//this the color with which complete cube is drawn.
glVertex3f(0,0 ,0);
glVertex3f(5, 0, 0);
glVertex3f(5, 5, 0);
glVertex3f(0, 5, 0);
//face in yz plane
glColor3f(1, 0.23, 0.56);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 5);
glVertex3f(0, 5, 0);
glVertex3f(0, 5, 5);
//face in zx plance
glColor3f(0.45, .81, 1);
glVertex3f(0, 0, 0 );
glVertex3f(0, 0, 5);
glVertex3f(5, 0, 5);
glVertex3f(5, 0, 0);
//|| to xy plane.
glColor3f(0.23, 0.78,0.13);
glVertex3f(0, 0, 5);
glVertex3f(5, 0, 5);
glVertex3f(5, 5, 5);
glVertex3f(0, 5, 5);
//|| to yz plane
glColor3f(0.73, 0.58, 0.58);
glVertex3f(0,0 ,5);
glVertex3f(5, 0, 5);
glVertex3f(5, 5, 5);
glVertex3f(0, 5, 5);
//|| to zx plane
glVertex3f(0.58, 0, 0.82);
glVertex3f(0, 5, 0 );
glVertex3f(0, 5, 5);
glVertex3f(5, 5, 5);
glVertex3f(5, 5, 0);
glEnd();
glFlush();
}
void reshape(int w,int h){
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1.5, 20);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv){
glutInit(&argc, argv);//we initizlilze the glut. functions
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowPosition(800, 800);
glutCreateWindow(argv[1]);
init();
glutDisplayFunc(DrawCube);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
关键字:**纹理** - 网上有很多关于OpenGL纹理的资源,所以我不再重复。 – Kos 2013-03-02 09:53:48