/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Avril 2001 */ /* Texturage OpenGL d'une facette */ /* avec du marbre */ #include #include #include #include #include #include "ModuleCouleurs.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" #define iw 128 #define ih 128 #define tf "Marbre.raw" static GLubyte im[3*iw*ih]; static float f = 1.0F ; GLfloat texpts[2][2][2] = { {{0.0,0.0},{0.0,1.0}}, {{1.0,0.0},{1.0,1.0}}}; void lectureTexture(char *fichier,int dx,int dy) { FILE *f = fopen(fichier,"rb") ; if ( f ) { for ( int i = 0 ; i < dx ; i++ ) for ( int j = 0 ; j < dy ; j++ ) fread(&im[(j*dy+i)*3],1,3,f) ; fclose(f) ; } } void display(void) { glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); glPushMatrix(); glEnable(GL_DEPTH_TEST); manipulateurSouris(); manipulateurClavier(); glBegin(GL_QUADS) ; glTexCoord2f(0.0F,0.0F); glVertex3f(-5.0F,5.0F,0.0F) ; glTexCoord2f(0.0F,f); glVertex3f(-5.0F,-5.0F,0.0F) ; glTexCoord2f(f,f); glVertex3f(5.0F,-5.0F,0.0F) ; glTexCoord2f(f,0.0F); glVertex3f(5.0F,5.0F,0.0F) ; glEnd() ; glPopMatrix(); glFlush(); glutSwapBuffers(); } void initlights(void) { GLfloat pos[] = { 0.0F,0.0F,-1.0F,0.0F }; GLfloat shininess[] = { 50.0F }; glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0,GL_AMBIENT,couleurGrisFonce()); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc()); glMaterialfv(GL_FRONT,GL_SHININESS,shininess); } void myinit(void) { setManipulateurClavierAngle(50.0F,20.0F,10.0F); glClearColor(0.5F,0.5F,0.5F,1.0F); lectureTexture(tf,iw,ih) ; glMap2f(GL_MAP2_TEXTURE_COORD_2, 0.0F,1.0F,2,2, 0.0F,1.0F,4,2, &texpts[0][0][0]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glEnable(GL_MAP2_TEXTURE_COORD_2); glTexImage2D(GL_TEXTURE_2D, 0,3,iw,ih,0, GL_RGB, GL_UNSIGNED_BYTE, im); glEnable(GL_TEXTURE_2D); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); glDepthFunc(GL_LESS); initlights(); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case 43 : f *= 1.01F ; glutPostRedisplay(); break; case 45 : f /= 1.01F ; glutPostRedisplay(); break; } } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,300); glutInitWindowPosition(50,50); glutCreateWindow("Facette avec texture"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-7.0,7.0,-7.0,7.0,-500.0,500.0); setManipulateurDistance(1.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }