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; }
}