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#1 |
Senior Member
Iscritto dal: Apr 2002
Città: Vigevano(PV)
Messaggi: 2124
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Problema Openglut
Codice:
#include <GL/openglut.h> #include <gl/gl.h> #include <gl/glaux.h> #include <stdio.h> #include <stdlib.h> #define W 800 #define H 600 #define TITLE "Ogl Base" #define ESC 27 //#define DEBUG float red=1.0, blue=1.0, green=1.0, x_angle = 0.0, y_angle = 0.0, z_angle = 0.0; const char * msg = "\tPress UP/DOWN in order to rotate x axis \ \tPress LEFT/RIGTH in order to rotate y axis \ \tPress PAGE UP/PAGE DOWN in order to rotate z axis \ \tPress O/P in order to enable/disable ligthning"; GLuint texture[3], filter; // ligth GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[]= { 1.0f, 0.0f, 2.0f, 1.0f }; AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image { FILE *File=NULL; if (!Filename) // Make Sure A Filename Was Given { #ifdef DEBUG FILE * fout = fopen("error.txt", "a"); fprintf(fout,"Texture Not Exist!"); fclose(fout); #endif return NULL; // If Not Return NULL } File=fopen(Filename,"r"); if (File) // Does The File Exist? { #ifdef DEBUG FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Texture Loaded!"); fclose(fout); #endif fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } } int LoadGLTextures(char *Filename) // Load Bitmaps And Convert To Textures { int Status=FALSE; AUX_RGBImageRec *TextureImage[1]; // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP(Filename)) { Status=TRUE; glGenTextures(3, &texture[0]); // Create Nearest Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // ( NEW ) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); // ( NEW ) glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Create Linear Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Create MipMapped Texture glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); // ( NEW ) gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // ( NEW ) } if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } return Status; } void renderScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if (!LoadGLTextures("Data/Conan2.bmp")) // Jump To Texture Loading Routine ( NEW ) { return; // If Texture Didn't Load Return FALSE ( NEW ) } glPushMatrix(); // save previus object glRotatef(x_angle,1.0,0.0,0.0); // Rotate On The X Axis By x_angle glRotatef(y_angle,0.0,1.0,0.0); // Rotate On The Y Axis By y_angle glRotatef(z_angle,0.0,0.0,1.0); // Rotate On The Z Axis By z_angle glColor3f(red,green,blue); glBindTexture(GL_TEXTURE_2D, texture[filter]); // Select Our Texture glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); glPopMatrix(); glutSwapBuffers(); } void changeSize(int w, int h) { if(h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,5.0, 0.0,0.0,-1.0, 0.0f,1.0f,0.0f); } void processNormalKeys(unsigned char key, int x, int y) { if(key == 'q' || key == ESC) { #ifdef DEBUG FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Application Exit with 0 result\n"); fclose(fout); #endif exit(0); } if(key == 'o') glEnable(GL_LIGHTING); if(key == 'p') glDisable(GL_LIGHTING); } /* GLUT_KEY_F1 F1 function key GLUT_KEY_F2 F2 function key GLUT_KEY_F3 F3 function key GLUT_KEY_F4 F4 function key GLUT_KEY_F5 F5 function key GLUT_KEY_F6 F6 function key GLUT_KEY_F7 F7 function key GLUT_KEY_F8 F8 function key GLUT_KEY_F9 F9 function key GLUT_KEY_F10 F10 function key GLUT_KEY_F11 F11 function key GLUT_KEY_F12 F12 function key GLUT_KEY_LEFT Left function key GLUT_KEY_RIGHT Up function key GLUT_KEY_UP Right function key GLUT_KEY_DOWN Down function key GLUT_KEY_PAGE_UP Page Up function key GLUT_KEY_PAGE_DOWN Page Down function key GLUT_KEY_HOME Home function key GLUT_KEY_END End function key GLUT_KEY_INSERT Insert function key */ void processSpecialKeys(int key, int x, int y) { switch(key) { case GLUT_KEY_F1 : red = 1.0; green = 0.0; blue = 0.0; break; case GLUT_KEY_F2 : red = 0.0; green = 1.0; blue = 0.0; break; case GLUT_KEY_F3 : red = 0.0; green = 0.0; blue = 1.0; break; case GLUT_KEY_F5 : filter = 0; break; case GLUT_KEY_F6 : filter = 1; break; case GLUT_KEY_F7 : filter = 2; break; case GLUT_KEY_DOWN : x_angle++; break; case GLUT_KEY_UP : x_angle--; break; case GLUT_KEY_PAGE_DOWN : z_angle--; break; case GLUT_KEY_PAGE_UP : z_angle++; break; case GLUT_KEY_RIGHT : y_angle++; break; case GLUT_KEY_LEFT : y_angle--; break; case GLUT_KEY_F11: MessageBox(NULL, msg, "Help.....", MB_ICONINFORMATION); break; } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(W,H); glutCreateWindow(TITLE); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(processSpecialKeys); // enable depth testing glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Setup Light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); glutMainLoop(); return 0; } p.s: la bmp è una semplice bmp 256X256
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#2 |
Senior Member
Iscritto dal: Apr 2002
Città: Vigevano(PV)
Messaggi: 2124
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up
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#3 |
Senior Member
Iscritto dal: Apr 2002
Città: Vigevano(PV)
Messaggi: 2124
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#4 |
Senior Member
Iscritto dal: Jun 2002
Città: Dublin
Messaggi: 5989
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Da una occhiata veloce, direi che il codice è a posto. Puoi mandare l'output di un debugger? Io ho fatto un programmino simile sotto Linux (SDL+OpenGL) e va alla perfezione. Magari un'altra volta ti mando un po' di codice.
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C'ho certi cazzi Mafa' che manco tu che sei pratica li hai visti mai! |
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#5 |
Senior Member
Iscritto dal: Apr 2002
Città: Vigevano(PV)
Messaggi: 2124
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Codice:
#include <GL/openglut.h> #include <gl/gl.h> #include <gl/glaux.h> #include "Conf.h" #define W 800 #define H 600 #define BLANDING_DEPTH 0.5 // 50% #define TITLE "Ogl Base" #define ESC 27 //#define DEBUG float red=1.0, blue=1.0, green=1.0, alpha = BLANDING_DEPTH, x_angle = 0.0, y_angle = 0.0, z_angle = 0.0; const char * msg = "\tPress L in order to enable/disable ligthning \ \tPress B in order to enable/disable blending \ \tPress F5 in order to use no filtering \ \tPress F6 in order to use linear filtering \ \tPress F7 in order to use mipmapped filtering(all dimension accepted and higthest quality)"; GLuint texture[1], tx_count = 0; bool blend = false, ligth = false; // ligth GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[]= { 1.0f, 0.0f, 2.0f, 1.0f }; AUX_RGBImageRec *LoadBMP(const char *Filename) // Loads A Bitmap Image { FILE *File=NULL; if (!Filename) // Make Sure A Filename Was Given { #ifdef DEBUG FILE * fout = fopen("error.txt", "a"); fprintf(fout,"Texture Not Exist!\n"); fclose(fout); #endif return NULL; // If Not Return NULL } File=fopen(Filename,"r"); if (File) // Does The File Exist? { #ifdef DEBUG tx_count++; FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Texture Loaded n %i!\n", tx_count); fclose(fout); #endif fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } } int LoadGLTextures(const char *Filename) // Load Bitmaps And Convert To Textures { int Status=FALSE; AUX_RGBImageRec *TextureImage[1]; // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP(Filename)) { Status=TRUE; glGenTextures(1, &texture[0]); // Create MipMapped Texture glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); // ( NEW ) gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // ( NEW ) } if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } return Status; } void renderScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); // save previus object glRotatef(x_angle,1.0,0.0,0.0); // Rotate On The X Axis By x_angle glRotatef(y_angle,0.0,1.0,0.0); // Rotate On The Y Axis By y_angle glRotatef(z_angle,0.0,0.0,1.0); // Rotate On The Z Axis By z_angle glColor4f(red,green,blue, alpha); glBlendFunc(GL_SRC_ALPHA,GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); glPopMatrix(); glutSwapBuffers(); } void changeSize(int w, int h) { if(h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,5.0, 0.0,0.0,-1.0, 0.0f,1.0f,0.0f); } void processNormalKeys(unsigned char key, int x, int y) { if(key == 'q' || key == ESC) { #ifdef DEBUG FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Application Exit with 0 result\n"); fclose(fout); #endif exit(0); } if(key == 'l' || key == 'L') { ligth = !ligth; if(ligth) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } } if(key == 'b' || key == 'B') { blend = !blend; // Toggle blend TRUE / FALSE if(blend) // Is blend TRUE? { glEnable(GL_BLEND); // Turn Blending On glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off } else // Otherwise { glDisable(GL_BLEND); // Turn Blending Off glEnable(GL_DEPTH_TEST); // Turn Depth Testing On } } } /* GLUT_KEY_F1 F1 function key GLUT_KEY_F2 F2 function key GLUT_KEY_F3 F3 function key GLUT_KEY_F4 F4 function key GLUT_KEY_F5 F5 function key GLUT_KEY_F6 F6 function key GLUT_KEY_F7 F7 function key GLUT_KEY_F8 F8 function key GLUT_KEY_F9 F9 function key GLUT_KEY_F10 F10 function key GLUT_KEY_F11 F11 function key GLUT_KEY_F12 F12 function key GLUT_KEY_LEFT Left function key GLUT_KEY_RIGHT Up function key GLUT_KEY_UP Right function key GLUT_KEY_DOWN Down function key GLUT_KEY_PAGE_UP Page Up function key GLUT_KEY_PAGE_DOWN Page Down function key GLUT_KEY_HOME Home function key GLUT_KEY_END End function key GLUT_KEY_INSERT Insert function key */ void processSpecialKeys(int key, int x, int y) { switch(key) { case GLUT_KEY_F1 : red = 1.0; green = 0.0; blue = 0.0; break; case GLUT_KEY_F2 : red = 0.0; green = 1.0; blue = 0.0; break; case GLUT_KEY_F3 : red = 0.0; green = 0.0; blue = 1.0; break; case GLUT_KEY_F4 : red = 1.0; green = 1.0; blue = 1.0; break; case GLUT_KEY_DOWN : x_angle++; break; case GLUT_KEY_UP : x_angle--; break; case GLUT_KEY_PAGE_DOWN : z_angle--; break; case GLUT_KEY_PAGE_UP : z_angle++; break; case GLUT_KEY_RIGHT : y_angle++; break; case GLUT_KEY_LEFT : y_angle--; break; case GLUT_KEY_F11: MessageBox(NULL, msg, "Help.....", MB_ICONINFORMATION); break; } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(W,H); glutCreateWindow(TITLE); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(processSpecialKeys); //glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Setup Light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); if (!LoadGLTextures(TEXTURE)) // Jump To Texture Loading Routine ( NEW ) { free(texture); return -1; // If Texture Didn't Load Return FALSE ( NEW ) } glutMainLoop(); return 0; } //:~
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#6 |
Senior Member
Iscritto dal: Aug 2001
Città: San Francisco, CA, USA
Messaggi: 13827
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Non ho capito se adesso hai risolto o no ...
Comunque se riesci ad evitare l'utilizzo di GLaux è meglio , oltre ad essere codice non portabile è anche vecchio . Potresti usare questo per caricare le BMP : http://chaoslizard.sourceforge.net/glbmp/ Ciao
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#7 |
Senior Member
Iscritto dal: Apr 2002
Città: Vigevano(PV)
Messaggi: 2124
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Codice:
#include <GL/openglut.h> #include <gl/gl.h> #include "glbmp.h" #include "Conf.h" #define W 800 #define H 600 #define BLANDING_DEPTH 0.5 // 50% #define TITLE "Ogl Base" #define ESC 27 //#define DEBUG float red=1.0, blue=1.0, green=1.0, alpha = BLANDING_DEPTH, x_angle = 0.0, y_angle = 0.0, z_angle = 0.0; GLuint texture = 0, tx_count = 0; bool blend = false, ligth = false; // ligth GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[]= { 1.0f, 0.0f, 2.0f, 1.0f }; glbmp_t bitmap; void LoadBMP(const char *Filename) // Loads A Bitmap Image { FILE *File=NULL; if (!Filename) // Make Sure A Filename Was Given { #ifdef DEBUG FILE * fout = fopen("error.txt", "a"); fprintf(fout,"Texture Not Exist!\n"); fclose(fout); #endif return; // If Not Return NULL } File=fopen(Filename,"r"); if (File) // Does The File Exist? { #ifdef DEBUG tx_count++; FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Texture Loaded n %i!\n", tx_count); fclose(fout); #endif fclose(File); // Close The Handle glbmp_LoadBitmap(Filename, 0, &bitmap); // Load The Bitmap } } int LoadGLTextures(const char *Filename) // Load Bitmaps And Convert To Textures { int Status=FALSE; // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (glbmp_LoadBitmap(Filename, 0, &bitmap)) { Status=TRUE; //generate and bind the OpenGL texture glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); //copy data from bitmap into texture glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data); //set up texture filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //free the bitmap glbmp_FreeBitmap(&bitmap); } return Status; } void renderScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); // save previus object glRotatef(x_angle,1.0,0.0,0.0); // Rotate On The X Axis By x_angle glRotatef(y_angle,0.0,1.0,0.0); // Rotate On The Y Axis By y_angle glRotatef(z_angle,0.0,0.0,1.0); // Rotate On The Z Axis By z_angle glColor4f(red,green,blue, alpha); glBlendFunc(GL_SRC_ALPHA,GL_ONE); glBindTexture(GL_TEXTURE_2D, texture); // Select Our Texture glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); glPopMatrix(); glutSwapBuffers(); } void changeSize(int w, int h) { if(h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,5.0, 0.0,0.0,-1.0, 0.0f,1.0f,0.0f); } void processNormalKeys(unsigned char key, int x, int y) { if(key == 'q' || key == ESC) { #ifdef DEBUG FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Application Exit with 0 result\n"); fclose(fout); #endif exit(0); } if(key == 'l' || key == 'L') { ligth = !ligth; if(ligth) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } } if(key == 'b' || key == 'B') { blend = !blend; // Toggle blend TRUE / FALSE if(blend) // Is blend TRUE? { glEnable(GL_BLEND); // Turn Blending On glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off } else // Otherwise { glDisable(GL_BLEND); // Turn Blending Off glEnable(GL_DEPTH_TEST); // Turn Depth Testing On } } } /* GLUT_KEY_F1 F1 function key GLUT_KEY_F2 F2 function key GLUT_KEY_F3 F3 function key GLUT_KEY_F4 F4 function key GLUT_KEY_F5 F5 function key GLUT_KEY_F6 F6 function key GLUT_KEY_F7 F7 function key GLUT_KEY_F8 F8 function key GLUT_KEY_F9 F9 function key GLUT_KEY_F10 F10 function key GLUT_KEY_F11 F11 function key GLUT_KEY_F12 F12 function key GLUT_KEY_LEFT Left function key GLUT_KEY_RIGHT Up function key GLUT_KEY_UP Right function key GLUT_KEY_DOWN Down function key GLUT_KEY_PAGE_UP Page Up function key GLUT_KEY_PAGE_DOWN Page Down function key GLUT_KEY_HOME Home function key GLUT_KEY_END End function key GLUT_KEY_INSERT Insert function key */ void processSpecialKeys(int key, int x, int y) { switch(key) { case GLUT_KEY_F1 : red = 1.0; green = 0.0; blue = 0.0; break; case GLUT_KEY_F2 : red = 0.0; green = 1.0; blue = 0.0; break; case GLUT_KEY_F3 : red = 0.0; green = 0.0; blue = 1.0; break; case GLUT_KEY_F4 : red = 1.0; green = 1.0; blue = 1.0; break; case GLUT_KEY_DOWN : x_angle--; break; case GLUT_KEY_UP : x_angle++; break; case GLUT_KEY_PAGE_UP : z_angle++; break; case GLUT_KEY_PAGE_DOWN : z_angle--; break; case GLUT_KEY_RIGHT : y_angle++; break; case GLUT_KEY_LEFT : y_angle--; break; case GLUT_KEY_F11: MessageBox(NULL, "Press L in order to enable/disable ligthning \nPress B in order to enable/disable blending", "Help.....", MB_ICONINFORMATION); break; } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(W,H); glutCreateWindow(TITLE); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(processSpecialKeys); //glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Setup Light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); if (!LoadGLTextures(TEXTURE)) // Jump To Texture Loading Routine ( NEW ) { return -1; // If Texture Didn't Load Return FALSE ( NEW ) } glutMainLoop(); return 0; } //:~
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Iscritto dal: Aug 2001
Città: San Francisco, CA, USA
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Lucas , il tuo codice ha qualche problema .
prima di tutto le textures non si dichiarano come variabili ma come arrays. Quindi : GLuint texture[1]; e non GLuint texture; L'errore a riguardo della dichiarazione della texture porta a dover modificare altre linee, tra le quali : Codice:
glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); //copy data from bitmap into texture glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data); //set up texture filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); Codice:
glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, texture[0]); //set up texture filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //copy data from bitmap into texture glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data); Inoltre non abiliti il DEPTH test all' inizializzazione creando un casino quando il blending è disabilitato. E non solo, non abiliti la finestra al DEPTH testing usando GLUT_DEPTH con glutInitDisplayMode() lasciando quindi il DEPTH test sempre disabilitato!! Già che ci sei abilita pure l'alpha channel con GLUT_ALPHA . Un altra cosa che non fai è specificare i vettori Normali con glNormal3f() per ogni faccia del cubo creando così casini con il lighting quando questo viene abilitato . Un altra cosa , luce in inglese si scrive "light", non "ligth" ![]() Quindi il codice finale io lo trasformerei così (il programma è stato modificato un po' per permettemi di compilarlo sotto linux con GCC, tra le modifiche la sostituzione delle variabili "bool" con "int") Il programma si lancia con "nomeprogramma filetexture.bmp" ovviamente la texture deve essere di dimensioni standard per opengl , ossia con altezza e larghezza o 64 o 128 o 256: Codice:
#include <GL/openglut.h> #include <GL/gl.h> #include <stdio.h> #include <stdlib.h> #include "glbmp.h" #define W 800 #define H 600 #define BLANDING_DEPTH 0.5 // 50% #define TITLE "Ogl Base" #define ESC 27 //#define DEBUG float red=1.0, blue=1.0, green=1.0, alpha = BLANDING_DEPTH, x_angle = 0.0, y_angle = 0.0, z_angle = 0.0; GLuint texture[1] = { 0}, tx_count = 0; int blend = 0, ligth = 0; // ligth GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[]= { 1.0f, 0.0f, 2.0f, 1.0f }; glbmp_t bitmap; void LoadBMP(const char *Filename) // Loads A Bitmap Image { FILE *File=NULL; if (!Filename) // Make Sure A Filename Was Given { #ifdef DEBUG FILE * fout = fopen("error.txt", "a"); fprintf(fout,"Texture Not Exist!\n"); fclose(fout); #endif return; // If Not Return NULL } File=fopen(Filename,"r"); if (File) // Does The File Exist? { #ifdef DEBUG tx_count++; FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Texture Loaded n %i!\n", tx_count); fclose(fout); #endif fclose(File); // Close The Handle glbmp_LoadBitmap(Filename, 0, &bitmap); // Load The Bitmap } } int LoadGLTextures(const char *Filename) // Load Bitmaps And Convert To Textures { int Status=0; // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (glbmp_LoadBitmap(Filename, 0, &bitmap)) { Status=1; //generate and bind the OpenGL texture glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, texture[0]); //copy data from bitmap into texture glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data); //set up texture filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //free the bitmap glbmp_FreeBitmap(&bitmap); } return Status; } void renderScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); // save previus object glRotatef(x_angle,1.0,0.0,0.0); // Rotate On The X Axis By x_angle glRotatef(y_angle,0.0,1.0,0.0); // Rotate On The Y Axis By y_angle glRotatef(z_angle,0.0,0.0,1.0); // Rotate On The Z Axis By z_angle glColor4f(red,green,blue, alpha); glBlendFunc(GL_SRC_ALPHA,GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glNormal3f(0.0f, 0.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glNormal3f(0.0f,1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glNormal3f(0.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glNormal3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); glPopMatrix(); glutSwapBuffers(); } void changeSize(int w, int h) { if(h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,5.0, 0.0,0.0,-1.0, 0.0f,1.0f,0.0f); } void processNormalKeys(unsigned char key, int x, int y) { if(key == 'q' || key == ESC) { #ifdef DEBUG FILE * fout = fopen("info.txt", "a"); fprintf(fout,"Application Exit with 0 result\n"); fclose(fout); #endif exit(0); } if(key == 'l' || key == 'L') { ligth = !ligth; if(ligth) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } } if(key == 'b' || key == 'B') { blend = !blend; // Toggle blend TRUE / FALSE if(blend) // Is blend TRUE? { glEnable(GL_BLEND); // Turn Blending On glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off } else // Otherwise { glDisable(GL_BLEND); // Turn Blending Off glEnable(GL_DEPTH_TEST); // Turn Depth Testing On } } } /* GLUT_KEY_F1 F1 function key GLUT_KEY_F2 F2 function key GLUT_KEY_F3 F3 function key GLUT_KEY_F4 F4 function key GLUT_KEY_F5 F5 function key GLUT_KEY_F6 F6 function key GLUT_KEY_F7 F7 function key GLUT_KEY_F8 F8 function key GLUT_KEY_F9 F9 function key GLUT_KEY_F10 F10 function key GLUT_KEY_F11 F11 function key GLUT_KEY_F12 F12 function key GLUT_KEY_LEFT Left function key GLUT_KEY_RIGHT Up function key GLUT_KEY_UP Right function key GLUT_KEY_DOWN Down function key GLUT_KEY_PAGE_UP Page Up function key GLUT_KEY_PAGE_DOWN Page Down function key GLUT_KEY_HOME Home function key GLUT_KEY_END End function key GLUT_KEY_INSERT Insert function key */ void processSpecialKeys(int key, int x, int y) { switch(key) { case GLUT_KEY_F1 : red = 1.0; green = 0.0; blue = 0.0; break; case GLUT_KEY_F2 : red = 0.0; green = 1.0; blue = 0.0; break; case GLUT_KEY_F3 : red = 0.0; green = 0.0; blue = 1.0; break; case GLUT_KEY_F4 : red = 1.0; green = 1.0; blue = 1.0; break; case GLUT_KEY_DOWN : x_angle--; break; case GLUT_KEY_UP : x_angle++; break; case GLUT_KEY_PAGE_UP : z_angle++; break; case GLUT_KEY_PAGE_DOWN : z_angle--; break; case GLUT_KEY_RIGHT : y_angle++; break; case GLUT_KEY_LEFT : y_angle--; break; } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH| GLUT_ALPHA); glutInitWindowPosition(100,100); glutInitWindowSize(W,H); glutCreateWindow(TITLE); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(processSpecialKeys); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Setup Light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); if (!LoadGLTextures(argv[1])) // Jump To Texture Loading Routine ( NEW ) { return -1; // If Texture Didn't Load Return FALSE ( NEW ) } glutMainLoop(); return 0; } //:~
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GPU Compiler Engineer Ultima modifica di AnonimoVeneziano : 31-03-2005 alle 23:12. |
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