Proyecciones y Multitextura
#include<stdio.h>
#include<stdlib.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <windows.h>
#include <C:\Program Files (x86)\CodeBlocks\MinGW\include\GL\glut.h>
#include <math.h>
using namespace std;
int HL=1,angx=30,angy=60;
unsigned char * datos;
int an1=128,al1=128;//dim imagenes, ancho, alto
unsigned char * imagen1;
int an2=128,al2=128;
unsigned char * imagen2;
int leerImagen1(){
FILE *imagen;
imagen=fopen("/Users/Juan/Desktop/arma.RAW","r");
imagen1=(unsigned char*)malloc(an1*al1*3);
if(imagen==NULL){
printf("Error: No imagen");
return 0;
}
fread(imagen1,an1*al1*3,1,imagen);
fclose(imagen);
return 1;
}
int leerImagen2(){
FILE *imagen;
imagen=fopen("/Users/Juan/Desktop/boy.RAW","r");
imagen2=(unsigned char*)malloc(an1*al1*3);
if(imagen==NULL){
printf("Error: No imagen");
return 0;
}
fread(imagen2,an2*al2*3,1,imagen);
fclose(imagen);
return 1;
}
void texturaI1(void)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, an1, al1, 0, GL_RGB, GL_UNSIGNED_BYTE, imagen1);
}
void texturaI2(void)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, an2, al2, 0, GL_RGB, GL_UNSIGNED_BYTE, imagen2);
}
void dibujaI1(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0,0.5,0);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0,0,0);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0.5,0,0);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0.5,0.5,0);
glEnd();
glEnable(GL_LIGHTING);
}
void dibujaI2(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0,0.5,-0.5);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0,0,-0.5);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0,0,0);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0,0.5,0);
glEnd();
glEnable(GL_LIGHTING);
}
void dibujaI3(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0.5,0.5,-0.5);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0.5,0,-0.5);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0,0,-0.5);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0,0.5,-0.5);
glEnd();
glEnable(GL_LIGHTING);
}
void dibujaI4(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0.5,0.5,0);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0.5,0,0);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0.5,0,-0.5);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0.5,0.5,-0.5);
glEnd();
glEnable(GL_LIGHTING);
}
void dibujaI5(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0,0.5,-0.5);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0,0.5,0);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0.5,0.5,0);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0.5,0.5,-0.5);
glEnd();
glEnable(GL_LIGHTING);
}
void dibujaI6(void)
{
glDisable(GL_LIGHTING);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord3f(0.0, 1.0,0.0);
glVertex3f(0,0,-0.5);
glTexCoord3f(0.0, 0.0,0.0);
glVertex3f(0,0,0);
glTexCoord3f(1.0, 0.0,0.0);
glVertex3f(0.5,0,0);
glTexCoord3f(1.0, 1.0,0.0);
glVertex3f(0.5,0,-0.5);
glEnd();
glEnable(GL_LIGHTING);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0, 1, 0);
glLineWidth(3);
glPushMatrix();
glTranslatef(0, 0, -2);
glRotatef(angx, 1, 0, 0);
glRotatef(angy, 0, 1, 0);
glPushMatrix();
texturaI1();
dibujaI1();
texturaI2();
dibujaI2();
texturaI1();
dibujaI3();
texturaI2();
dibujaI4();
texturaI1();
dibujaI5();
texturaI2();
dibujaI6();
glPopMatrix();
//glutWireCube(0.5);
//glutWireSphere(0.2,10,10);
glPopMatrix();
glFlush();
}
void proy(unsigned char key, int x,int y){//proyecciones ortogonal o perspectiva
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
switch (key) {
case 27:exit(0);
case 'p':
gluPerspective(60, 1, 0.1, 10);//(campo de visión en grados, relacion de aspecto, z cercano, z lejano)
break;
case 'o':
glOrtho(-1,1,-1,1,-1,10);
break;
}
glutPostRedisplay();
}
void girar(int key, int x, int y){
switch(key){
case GLUT_KEY_LEFT:
angx=angx+3;
break;
case GLUT_KEY_RIGHT:
angx=angx-3;
break;
}
glutPostRedisplay();
}
void inicio()
{
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION); //Hacer uso de la pantalla
// gluOrtho2D(0,500,0,500);
leerImagen1();
leerImagen2();
//Definir el Ancho O DISTRIBUCION DEL AREA DE TRABAJO de -5 a 5 en x, y Largo de -5 a 5 en y
//glClearColor(0.0,0.0,0.0,0.0);//color de fondo R,G,B,ALFHA en este caso negro
//glLoadIdentity();
}
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(600,600);
glutInitWindowPosition(10,10);
glutCreateWindow ("Proyecciones y Multi-Textura");
inicio();
glutDisplayFunc(display);
glutKeyboardFunc(proy);
glutSpecialFunc(girar);
glutMainLoop();
return 0;
}
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