Fichier source : PlacageMultiTextures.cppp
#include "PNG\ChargePngFile.h"
/* Fonction de chargement d'une texture */
/* a partir d'un fichier image au format png */
/* filename : le nom du fichier */
/* @retour : le handle de la texture */
unsigned int chargementTexturePNG(char *filename) {
unsigned int textureID = 0;
glGenTextures(1,&textureID);
int rx;
int ry;
unsigned char *img = chargeImagePng(filename,&rx,&ry);
if ( img && textureID ) {
glBindTexture(GL_TEXTURE_2D,textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,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);
free(img); }
else {
if ( img ) {
free(img); }
if ( textureID ) {
glDeleteTextures(1,&textureID);
textureID = 0; } }
return textureID;
}
/* Modelisation geometrique d'un cube */
/* avec placage de textures sur chacune */
/* de ses faces */
/* ct : la taille du cube */
/* filenames : le tableau des noms */
/* des 6 fichiers png a utiliser */
/* pour le placage de texture */
static void mySolidCube(double ct,char **filenames) {
float c =(float) ct/2.0F;
unsigned int textureID;
/* Chargement premiere texture */
textureID = chargementTexturePNG(filenames[0]);
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,-1.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f( c, c,-c);
glTexCoord2f(0.0F,1.0F);
glVertex3f( c,-c,-c);
glTexCoord2f(1.0F,1.0F);
glVertex3f(-c,-c,-c);
glTexCoord2f(1.0F,0.0F);
glVertex3f(-c, c,-c);
glEnd();
/* Dechargement premiere texture */
glDeleteTextures(1,&textureID);
/* Chargement deuxieme texture */
textureID = chargementTexturePNG(filenames[1]);
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,1.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f(-c,-c, c);
glTexCoord2f(1.0F,0.0F);
glVertex3f( c,-c, c);
glTexCoord2f(1.0F,1.0F);
glVertex3f( c, c, c);
glTexCoord2f(0.0F,1.0F);
glVertex3f(-c, c, c);
glEnd();
/* Dechargement deuxieme texture */
glDeleteTextures(1,&textureID);
/* Chargement troisieme texture */
textureID = chargementTexturePNG(filenames[2]);
glBegin(GL_QUADS);
glNormal3f(-1.0F,0.0F,0.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f(-c, c,-c);
glTexCoord2f(0.0F,1.0F);
glVertex3f(-c,-c,-c);
glTexCoord2f(1.0F,1.0F);
glVertex3f(-c,-c, c);
glTexCoord2f(1.0F,0.0F);
glVertex3f(-c, c, c);
glEnd();
/* Dechargement troisieme texture */
glDeleteTextures(1,&textureID);
/* Chargement quatrieme texture */
textureID = chargementTexturePNG(filenames[3]);
glBegin(GL_QUADS);
glNormal3f(1.0F,0.0F,0.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f( c, c, c);
glTexCoord2f(0.0F,1.0F);
glVertex3f( c,-c, c);
glTexCoord2f(1.0F,1.0F);
glVertex3f( c,-c,-c);
glTexCoord2f(1.0F,0.0F);
glVertex3f( c, c,-c);
glEnd();
/* Dechargement quatrieme texture */
glDeleteTextures(1,&textureID);
/* Chargement cinquieme texture */
textureID = chargementTexturePNG(filenames[4]);
glBegin(GL_QUADS);
glNormal3f(0.0F,-1.0F,0.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f(-c,-c, c);
glTexCoord2f(0.0F,1.0F);
glVertex3f(-c,-c,-c);
glTexCoord2f(1.0F,1.0F);
glVertex3f( c,-c,-c);
glTexCoord2f(1.0F,0.0F);
glVertex3f( c,-c, c);
glEnd();
/* Dechargement cinquieme texture */
glDeleteTextures(1,&textureID);
/* Chargement sixieme texture */
textureID = chargementTexturePNG(filenames[5]);
glBegin(GL_QUADS);
glNormal3f(0.0F,1.0F,0.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f( c, c, c);
glTexCoord2f(0.0F,1.0F);
glVertex3f( c, c,-c);
glTexCoord2f(1.0F,1.0F);
glVertex3f(-c, c,-c);
glTexCoord2f(1.0F,0.0F);
glVertex3f(-c, c, c);
glEnd();
/* Dechargement sixieme texture */
glDeleteTextures(1,&textureID);
}
/* Scene dessinee */
static void scene(void) {
glPushMatrix();
char *filenames[6] = { "Emoji1.png","Emoji2.png","Emoji3.png",
"Emoji4.png","Emoji5.png","Emoji6.png" };
mySolidCube(5.0,filenames);
glPopMatrix();
}