Fichier source : Texturage.cpp
static const float noir[] = { 0.0F,0.0F,0.0F,1.0F };
static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
static int fileSize(char *filename) {
struct _finddata_t c_file;
intptr_t hFile;
if( (hFile = _findfirst(filename,&c_file)) == -1L )
return(-1);
int size = c_file.size;
_findclose(hFile);
return(size);
}
static unsigned char *loadRawImage(char *filename) {
int size = fileSize(filename);
if ( size == -1 )
return(NULL);
unsigned char *img =(unsigned char *) malloc(size);
if ( !img )
return(NULL);
FILE *f = fopen(filename,"rb");
if ( !f ) {
free(img);
return(NULL); }
fread(img,1,size,f);
fclose(f);
return(img);
}
static void init(void) {
const GLfloat shininess[] = { 50.0 };
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,blanc);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,noir);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,shininess);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_AUTO_NORMAL);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
{ unsigned char *img = loadRawImage("Image.raw");
glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,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_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
/* Scene affichee */
static void scene() {
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0.0F,0.0F);
glVertex2f(2.0F,2.0F);
glTexCoord2f(1.0F,0.0F);
glVertex2f(-2.0F,2.0F);
glTexCoord2f(1.0F,1.0F);
glVertex2f(-2.0F,-2.0F);
glTexCoord2f(0.0F,1.0F);
glVertex2f(2.0F,-2.0F);
glEnd();
glPopMatrix();
}