L'exécutable

Fichier source : PlacageMonoTexture.cppp

#include "PNG/ChargePngFile.h"

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

unsigned int chargementTexturePNG(char *filename) {
  unsigned int textureID = 0;
  glGenTextures(1,&textureID);
  int rx;
  int ry;
  unsigned char *img = chargeImagePng(filename,&rx,&ry);
  if ( img && textureID ) {
    glBindTexture(GL_TEXTURE_2D,textureID);
    glPixelStorei(GL_UNPACK_ALIGNMENT,1);
    glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img); 
    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);
    free(img); }
    else {
    if ( img ) {
      free(img); }
    if ( textureID ) {
      glDeleteTextures(1,&textureID);
      textureID = 0; } }
  return textureID;
}

/* Modelisation geometrique d'un cube           */
/* avec placage d'une texture sur chacune       */
/* de ses faces                                 */
/* ct : la taille du cube                       */
/* textureID : l'id de la texture à utiliser    */

static void mySolidCube(double ct,unsigned int textureID) {
  float c =(float) ct/2.0F;
  glBindTexture(GL_TEXTURE_2D,textureID);
  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();
  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();
  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();
  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();
  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();
  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();
}

/* 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);
  textureID = chargementTexturePNG("Test.png");
}

RETOUR