1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
|
#include "math3d.h"
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
static void ChangeSize(int w, int h)
{
GLfloat fAspect = (GLfloat) w / (GLfloat) h;
if (h == 0)
h = 1;
glViewport(0, 0, w, h);
/* reset coordinate system */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* produce the perspective projection */
gluPerspective(35.0f, fAspect, 1.0, 40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void SetupRC()
{
GLbyte *pBytes;
GLint iWidth, iHeight, iComponents;
GLenum eFormat;
/* light values and coordinates */
GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat sourceLight[] = { 0.75f, 0.75f, 0.75f, 1.0f };
GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f };
glEnable(GL_DEPTH_TEST); /* hidden surface removal */
glFrontFace(GL_CCW); /* counter clock-wise polygons face out */
glEnable(GL_CULL_FACE); /* do not calculate inside of a pyramid */
/* enable lighting */
glEnable(GL_LIGHTING);
/* setup and enable light 0 */
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, sourceLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, sourceLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
/* enable color tracking */
glEnable(GL_COLOR_MATERIAL);
/* set Material properties to follow glColor values */
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
/* black blue background */
glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
/* load texture */
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
pBytes = gltLoadTGA("stone.tga", &iWidth, &iHeight, &iComponents, &eFormat);
/* load texture image */
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat,
GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
}
static void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_UP)
xRot-= 5.0f;
if (key == GLUT_KEY_DOWN)
xRot += 5.0f;
if (key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if (key == GLUT_KEY_RIGHT)
yRot += 5.0f;
xRot = (GLfloat) ((const int) xRot % 360);
yRot = (GLfloat) ((const int) yRot % 360);
glutPostRedisplay();
}
static void RenderScene(void)
{
M3DVector3f vNormal;
M3DVector3f vCorners[5] = {
{ 0.0f, .80f, 0.0f }, /* top 0 */
{ -0.5f, 0.0f, -.5f }, /* back left 1 */
{ 0.5f, 0.0f, -0.5f }, /* back right 2 */
{ 0.5f, 0.0f, 0.5f }, /* front right 3 */
{ -0.5f, 0.0f, 0.5f } /* front left 4 */
};
/* clear the window with current clearing color */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* save the matrix state and do the rotations */
glPushMatrix();
/* move object back and do in place rotation */
glTranslatef(0.0f, -0.25f, -4.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
/* draw the pyramid */
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
/* bottom section - two triangles */
glNormal3f(0.0f, -1.0f, 0.0f);
/* map texture to geometry */
glTexCoord2f(1.0f, 1.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(0.0f, 1.0f);
glVertex3fv(vCorners[4]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[1]);
glTexCoord2f(1.0f, 1.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[3]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[4]);
/* front face */
m3dFindNormal(vNormal, vCorners[0], vCorners[4], vCorners[3]);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[4]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[3]);
/* left face */
m3dFindNormal(vNormal, vCorners[0], vCorners[1], vCorners[4]);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[1]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[4]);
/* back face */
m3dFindNormal(vNormal, vCorners[0], vCorners[2], vCorners[1]);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[1]);
/* right face */
m3dFindNormal(vNormal, vCorners[0], vCorners[3], vCorners[2]);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[3]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[2]);
glEnd();
/* restore the matrix state */
glPopMatrix();
/* buffer swap */
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("Textured Pyramid");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
/* initalize glew */
GLenum glewerr = glewInit();
if (GLEW_OK != glewerr)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(glewerr));
return 1;
}
else
fprintf(stdout, "status: using GLEW %s\n", glewGetString(GLEW_VERSION));
SetupRC();
glutMainLoop();
return 0;
}
|