Fichier source : PlacageTexture.cpp
#include "PNG/ChargePngFile.h"
static unsigned int textureID = 0;
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
static void init(void) {
glClearColor(0.25F,0.25F,0.25F,1.0F);
glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
glGenTextures(1,&textureID);
glBindTexture(GL_TEXTURE_2D,textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
{ int rx;
int ry;
unsigned char *img = chargeImagePng("Emojis.png",&rx,&ry);
if ( img ) {
glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img);
free(img);
printf("Texture chargée %d\n",textureID); }
else {
glDeleteTextures(1,&textureID);
textureID = 0;
printf("Texture non chargée\n"); } }
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);
}
/* Dessin d'un rectangel */
static void rectangle(float largeur,float hauteur) {
largeur /= 2.0F;
hauteur /= 2.0F;
glPushMatrix();
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,1.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f(-largeur,-hauteur,0.0F);
glTexCoord2f(1.0F,0.0F);
glVertex3f(largeur,-hauteur,0.0F);
glTexCoord2f(1.0F,1.0F);
glVertex3f(largeur,hauteur,0.0F);
glTexCoord2f(0.0F,1.0F);
glVertex3f(-largeur,hauteur,0.0F);
glEnd();
glPopMatrix();
}
/* Dessin d'un cylindre */
#ifndef M_PI
#define M_PI 3.14159
#endif
static void mySolidCylinder(double hauteur,double rayon,int ns) {
glPushMatrix();
hauteur /= 2.0F;
glBegin(GL_QUAD_STRIP);
for ( int i = 0 ; i <= ns ; i++ ) {
float rp =(float) i/ns;
float a = 2.0*M_PI*rp;
float cs = cos(a);
float sn = -sin(a);
glNormal3f(cs,0.0F,sn);
float x = rayon*cs;
float z = rayon*sn;
glTexCoord2f(rp,1.0F);
glVertex3f(x,hauteur,z);
glTexCoord2f(rp,0.0F);
glVertex3f(x,-hauteur,z); }
glEnd();
glPopMatrix();
}
/* Scene dessinee : rectangle */
static void sceneRectangle() {
glPushMatrix();
rectangle(7.5F,5.0F);
glPopMatrix();
}
/* Scene dessinee : cylindre */
static void sceneCylindre() {
glPushMatrix();
mySolidCylinder(5.0,2.5,72);
glPopMatrix();
}
static double px = 0.0;
static double py = 0.0;
static double pz = 10.0;
/* 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[] = { 0.0,0.0,10.0,1.0 };
glPolygonMode(GL_FRONT_AND_BACK,(affichage) ? GL_FILL : GL_LINE);
if ( texture )
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
gluLookAt(px,py,pz,0.0,0.0,0.0,0.0,1.0,0.0);
switch (question) {
case 0 :
sceneRectangle();
break;
case 1 :
sceneCylindre();
break; }
glPopMatrix();
glFlush();
glutSwapBuffers();
int error = glGetError();
if ( error != GL_NO_ERROR )
printf("Erreur OpenGL: %d\n",error);
}
/* Desallocation de la texture */
static void clean(void) {
if ( textureID != 0 )
glDeleteTextures(1,&textureID);
}