L'exécutable

Fichier source : PlacageMultiTexturesOptimise.cpp

#include "PNG\ChargePngFile.h"

static unsigned int textureID[6] = { 0,0,0,0,0,0 };

/* Fonction de chargement d'une texture         */
/* a partir d'un fichier image au format png    */
/* filename : le nom du fichier                 */
/* textureID : le handle de la texture          */

static void chargementTexture(char *filename,unsigned int textureID) {
  glBindTexture(GL_TEXTURE_2D,textureID);
  glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
  { int rx;
    int ry;
    unsigned char *img = chargeImagePng(filename,&rx,&ry);
    if ( img ) {
      glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img);
      free(img);
      printf("Texture chargée %d : %s\n",textureID,filename); }
      else {
      printf("Texture non chargée\n"); } }
  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); 
}

/* Fonction d'initialisation des parametres     */
/* OpenGL ne changeant pas au cours de la vie   */
/* du programme                                 */

static void init(void) {
  glClearColor(0.25F,0.25F,0.25F,1.0F);
  glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
  glGenTextures(6,textureID);
  chargementTexture("Emoji1.png",textureID[0]);
  chargementTexture("Emoji2.png",textureID[1]);
  chargementTexture("Emoji3.png",textureID[2]);
  chargementTexture("Emoji4.png",textureID[3]);
  chargementTexture("Emoji5.png",textureID[4]);
  chargementTexture("Emoji6.png",textureID[5]);
}

/* Modelisation geometrique d'un cube           */
/* avec placage de textures sur chacune         */
/* de ses faces                                 */
/* ct : la taille du cube                       */
/* texID : le tableau des 6 handles de texture  */
/*         a utiliser                           */

static void mySolidCube(double ct,unsigned int *texID) {
  float c =(float) ct/2.0F;
  /* Activation premiere texture                */
  glBindTexture(GL_TEXTURE_2D,texID[0]);
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,-1.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f( c, c,-c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f( c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c, c,-c);
  glEnd();
  /* Activation deuxieme texture                */
  glBindTexture(GL_TEXTURE_2D,texID[1]);
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,1.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(-c,-c, c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f( c,-c, c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f( c, c, c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c, c, c);
  glEnd();
  /* Activation troisieme texture               */
  glBindTexture(GL_TEXTURE_2D,texID[2]);
  glBegin(GL_QUADS);
  glNormal3f(-1.0F,0.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(-c, c,-c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,-c, c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c, c, c);
  glEnd();
  /* Activation quatrieme texture               */
  glBindTexture(GL_TEXTURE_2D,texID[3]);
  glBegin(GL_QUADS);
  glNormal3f(1.0F,0.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f( c, c, c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f( c,-c, c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f( c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f( c, c,-c);
  glEnd();
  /* Activation cinquieme texture               */
  glBindTexture(GL_TEXTURE_2D,texID[4]);
  glBegin(GL_QUADS);
  glNormal3f(0.0F,-1.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(-c,-c, c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f( c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f( c,-c, c);
  glEnd();
  /* Activation sixieme texture                 */
  glBindTexture(GL_TEXTURE_2D,texID[5]);
  glBegin(GL_QUADS);
  glNormal3f(0.0F,1.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f( c, c, c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f( c, c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c, c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c, c, c);
  glEnd();
}

/* Scene dessinee                               */

static void scene(void) {
  glPushMatrix();
  mySolidCube(5.0,textureID);
  glPopMatrix();
}

/* Desallocation des textures                   */

static void clean(void) {
  for ( int i = 0 ; i < 6 ; i++ )
    if ( textureID[i] != 0 )
      glDeleteTextures(1,&textureID[i]);
}

RETOUR