
Fichier source : TexturesBitmap.cpp
/* Fonction d'initialisation des parametres     */
    /* OpenGL ne changeant pas au cours de la vie   */
    /* du programme                                 */
    /* Contient en particulier l'initialisation     */
    /* de trois textures 2D                         */
    
    static void chargeTexture(unsigned int textureID,char *filename) {
      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); } }
      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_LINEAR); 
      glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    }
    
    static void init(void) {
      const GLfloat mat_shininess[] = { 50.0 };
      glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
      glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
      glLightfv(GL_LIGHT0,GL_DIFFUSE,gris);
      glLightfv(GL_LIGHT1,GL_DIFFUSE,gris);
      glLightfv(GL_LIGHT2,GL_DIFFUSE,gris);
      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glEnable(GL_LIGHT1);
      glEnable(GL_LIGHT2);
      glDepthFunc(GL_LESS);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_NORMALIZE);
      glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
      glGenTextures(3,texID);
      chargeTexture(texID[0],"Test1.png");
      chargeTexture(texID[1],"Test2.png");
      chargeTexture(texID[2],"Test3.png");
      glEnable(GL_TEXTURE_2D);
    }
    
    /* Scene dessinee :                             */
    /* Un carre texture                             */
    
    static void facette(unsigned int textureID) {
      glBindTexture(GL_TEXTURE_2D,textureID);
      glPushMatrix();
      glBegin(GL_QUADS);
      glNormal3f(0.0F,0.0F,1.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex2f(-3.0,-3.0);
      glTexCoord2f(1.0F,0.0F);
      glVertex2f( 3.0,-3.0);
      glTexCoord2f(1.0F,1.0F);
      glVertex2f( 3.0, 3.0);
      glTexCoord2f(0.0F,1.0F);
      glVertex2f(-3.0, 3.0);
      glEnd();
      glPopMatrix();
    }
    
    /* Fonction executee lors d'un rafraichissement */
    /* de la fenetre de dessin                      */
    
    static void display(void) {
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      const GLfloat light0_position[] = { 1.0,1.0,1.0,0.0 };
      const GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 };
      const GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 };
      glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
      glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
      glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
      glPolygonMode(GL_FRONT_AND_BACK,(aff) ? GL_FILL : GL_LINE);
      glPushMatrix();
      glRotatef(rx,1.0F,0.0F,0.0F);
      glRotatef(ry,0.0F,1.0F,0.0F);
      glRotatef(rz,0.0F,0.0F,1.0F);
      facette(texID[0]);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(9.0F,0.0F,0.0F);
      glRotatef(rx,1.0F,0.0F,0.0F);
      glRotatef(ry,0.0F,1.0F,0.0F);
      glRotatef(rz,0.0F,0.0F,1.0F);
      facette(texID[1]);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(-9.0F,0.0F,0.0F);
      glRotatef(rx,1.0F,0.0F,0.0F);
      glRotatef(ry,0.0F,1.0F,0.0F);
      glRotatef(rz,0.0F,0.0F,1.0F);
      facette(texID[2]);
      glPopMatrix();
      glFlush();
      glutSwapBuffers();
      int error = glGetError();
      if ( error != GL_NO_ERROR )
        printf("Erreur OpenGL: %d\n",error);
    }
    
    /* Fonction executee lors de la frappe          */
    /* d'une touche du clavier                      */
    
    static void keyboard(unsigned char key,int x,int y) {
      switch ( key ) {
        case 0x20 :
          aff = (aff+1)%2;
          glutPostRedisplay(); 
          break;
        case 0x0D :
          objet = (objet+1)%2;
          glutPostRedisplay(); 
          break;
        case 0x1B :
          glDeleteTextures(3,texID);
          exit(0); 
          break; }
    }