Fichier source : TextureBitmapCylindre.cpp
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
/* Contient en particulier l'initialisation */
/* d'une texture 2D */
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);
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
{ int rx;
int ry;
unsigned char *img = chargeImagePng("Test.png",&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_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
/* Modelisation par facettes */
/* d'un cylindre texturable */
#ifndef M_PI
#define M_PI 3.14159
#endif
static void mySolidCylindre(double hauteur,double rayon,int ns) {
GLboolean nm = glIsEnabled(GL_NORMALIZE);
if ( !nm )
glEnable(GL_NORMALIZE);
float normale[4];
glGetFloatv(GL_CURRENT_NORMAL,normale);
glPushMatrix();
hauteur /= 2.0F;
glBegin(GL_QUAD_STRIP);
for( int i = 0 ; i <= ns ; i++ ){
float a = (2*M_PI*i)/ns;
float cs = cos(a);
float sn = -sin(a);
glNormal3f(cs,0.0F,sn);
float x = rayon*cs;
float z = rayon*sn;
float s =(float) i/ns;
glTexCoord2f(s,1.0F);
glVertex3f(x,hauteur,z);
glTexCoord2f(s,0.0F);
glVertex3f(x,-hauteur,z); }
glEnd();
glPopMatrix();
glNormal3f(normale[0],normale[1],normale[2]);
if ( !nm )
glDisable(GL_NORMALIZE);
}
/* Scene dessinee */
static void scene(void) {
glPushMatrix();
mySolidCylindre(5.0,2.5,72);
glPopMatrix();
}