diff --git a/lesson02/lesson2.c b/lesson02/lesson2.c index fe263f2..18950c5 100755 --- a/lesson02/lesson2.c +++ b/lesson02/lesson2.c @@ -12,25 +12,152 @@ #include // Header File For sleeping. #include +#include + +#define PI 3.1415 /* ASCII code for the escape key. */ #define ESCAPE 27 -#define PAGE_UP 73 -#define PAGE_DOWN 81 -#define UP_ARROW 72 -#define DOWN_ARROW 80 -#define LEFT_ARROW 75 -#define RIGHT_ARROW 77 /* The number of our GLUT window */ int window; float xrot = 0.0f; float yrot = 0.0f; +float zrot = 0.0f; + +float i = 0.15; +int full = 0; +int oszi = 0; + +GLuint texture[1]; // Stores one new Texture + +struct Image { + unsigned long sizeX; + unsigned long sizeY; + char *data; +}; +typedef struct Image Image; + +int ImageLoad(char *filename, Image *image) { + FILE *file; + unsigned long size; // size of the image in bytes. + unsigned long i; // standard counter. + unsigned short int planes; // number of planes in image (must be 1) + unsigned short int bpp; // number of bits per pixel (must be 24) + char temp1; // temporary color storage for bgr-rgb conversion. + char temp2; + char temp3; + + // make sure the file is there. + if ((file = fopen(filename, "rb"))==NULL) + { + printf("File Not Found : %s\n",filename); + return 0; + } + + // seek through the bmp header, up to the width/height: + fseek(file, 18, SEEK_CUR); + + // read the width + if ((i = fread(&image->sizeX, 4, 1, file)) != 1) { + printf("Error reading width from %s.\n", filename); + return 0; + } + printf("Width of %s: %lu\n", filename, image->sizeX); + + // read the height + if ((i = fread(&image->sizeY, 4, 1, file)) != 1) { + printf("Error reading height from %s.\n", filename); + return 0; + } + printf("Height of %s: %lu\n", filename, image->sizeY); + + // calculate the size (assuming 24 bits or 3 bytes per pixel). + size = image->sizeX * image->sizeY * 3; + + // read the planes + if ((fread(&planes, 2, 1, file)) != 1) { + printf("Error reading planes from %s.\n", filename); + return 0; + } + if (planes != 1) { + printf("Planes from %s is not 1: %u\n", filename, planes); + return 0; + } + + // read the bpp + if ((i = fread(&bpp, 2, 1, file)) != 1) { + printf("Error reading bpp from %s.\n", filename); + return 0; + } + if (bpp != 24) { + printf("Bpp from %s is not 24: %u\n", filename, bpp); + return 0; + } + + // seek past the rest of the bitmap header. + fseek(file, 24, SEEK_CUR); + + // read the data. + image->data = (char *) malloc(size); + if (image->data == NULL) { + printf("Error allocating memory for color-corrected image data"); + return 0; + } + + if ((i = fread(image->data, size, 1, file)) != 1) { + printf("Error reading image data from %s.\n", filename); + return 0; + } + + for (i=0;i rgb) + temp1 = image->data[ i ]; // b -- don't ask its what gimp gave me + temp2 = image->data[i+1]; // r + temp3 = image->data[i+2]; // g + + image->data[i] = temp2; + image->data[i+1] = temp1; + image->data[i+2] = temp3; + } + + // we're done. + return 1; +} + +// Load Bitmaps And Convert To Textures +void LoadGLTextures() { + // Load Texture + Image *image1; + + // allocate space for texture + image1 = (Image *) malloc(sizeof(Image)); + if (image1 == NULL) { + printf("Error allocating space for image"); + exit(0); + } + + if (!ImageLoad("/home/eri/Bilder/texturefun1.bmp", image1)) { + exit(1); + } + + // Create Texture + glGenTextures(1, &texture[0]); + glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture + + // 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image, + // border 0 (normal), rgb color data, unsigned byte data, and finally the data itself. + glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); +}; /* A general OpenGL initialization function. Sets all of the initial parameters. */ void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { + LoadGLTextures(); // Load The Texture(s) + glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do @@ -61,6 +188,99 @@ void ReSizeGLScene(int Width, int Height) glMatrixMode(GL_MODELVIEW); } +void rota(int what) +{ + usleep(10); + switch(what) + { + case 0: + xrot += i; + break; + case 1: + yrot += i; + break; + case 2: + zrot += i; + break; + default: + xrot += i; + yrot += i; + zrot += i; + } + if (xrot > 360) xrot = 0; + if (yrot > 360) yrot = 0; + if (zrot > 360) zrot = 0; +} + +void DrawBracket(float i){ + // draw a square (quadrilateral) + glBegin(GL_QUADS); // start drawing a polygon (4 sided) + + // Down + // Front Face (note that the texture's corners have to match the quad's corners) + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, 0.5f); // Top Left Of The Texture and Quad + + // Back Face + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad + + // Bottom Face + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, -0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad + + // Right face + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad + + // Left Face + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, 0.5f); // Top Left Of The Texture and Quad + + // Up + // Front Face (note that the texture's corners have to match the quad's corners) + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Top Left Of The Texture and Quad + + // Back Face + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad + + // Top Face + glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad + + // Left Face + glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.2f + i, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Top Left Of The Texture and Quad + glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad + + // Right face + glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad + glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad + glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad + glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Top Left Of The Texture and Quad + + glEnd(); // done with the polygon +} + /* The main drawing function. */ void DrawGLScene() { @@ -72,106 +292,21 @@ void DrawGLScene() glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f); + glRotatef(zrot, 0.0f, 0.0f, 1.0f); - // draw a square (quadrilateral) - glBegin(GL_QUADS); // start drawing a polygon (4 sided) + glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. - /* --- Top --- */ - glColor3f( 1.0f, 1.0f, 0.0f); - glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Front + DrawBracket(0); - glColor3f( 1.0f, 1.0f, 1.0f); - glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Front + glRotatef(xrot, 1.0f, 0.0f, 0.0f); + DrawBracket(0.7); - glColor3f( 1.0f, 0.0f, 1.0f); - glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Back - - glColor3f( 1.0f, 0.0f, 0.0f); - glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Back - - - /* --- Left Side --- */ - glColor3f( 0.0f, 0.0f, 0.0f); - glVertex3f(-1.0f,-1.0f,-1.0f); // Left Side Bottom Back - - glColor3f( 0.0f, 1.0f, 0.0f); - glVertex3f(-1.0f,-1.0f, 1.0f); // Left Side Bottom Front - - glColor3f( 1.0f, 1.0f, 0.0f); - glVertex3f(-1.0f, 1.0f, 1.0f); // Left Side Top Front - - glColor3f( 1.0f, 0.0f, 0.0f); - glVertex3f(-1.0f, 1.0f,-1.0f); // Left Side Top Back - - - /* --- Right Side --- */ - glColor3f( 0.0f, 0.0f, 1.0f); - glVertex3f( 1.0f,-1.0f,-1.0f); // Right Side Bottom Back - - glColor3f( 0.0f, 1.0f, 1.0f); - glVertex3f( 1.0f,-1.0f, 1.0f); // Right Side Bottom Front - - glColor3f( 1.0f, 1.0f, 1.0f); - glVertex3f( 1.0f, 1.0f, 1.0f); // Right Side Top Front - - glColor3f( 1.0f, 0.0f, 1.0f); - glVertex3f( 1.0f, 1.0f,-1.0f); // Right Side Top Back - - - /* --- Back Side --- */ - glColor3f( 0.0f, 0.0f, 1.0f); - glVertex3f( 1.0f,-1.0f,-1.0f); // Back Right Side Bottom - - glColor3f( 0.0f, 0.0f, 0.0f); - glVertex3f(-1.0f,-1.0f,-1.0f); // Back Left Side Bottom - - glColor3f( 1.0f, 0.0f, 0.0f); - glVertex3f(-1.0f, 1.0f,-1.0f); // Back Left Side Top - - glColor3f( 1.0f, 0.0f, 1.0f); - glVertex3f( 1.0f, 1.0f,-1.0f); // Back Right Side Top - - - /* --- Front --- */ - glColor3f( 0.0f, 1.0f, 1.0f); - glVertex3f( 1.0f,-1.0f, 1.0f); // Front Right Side Bottom - - glColor3f( 0.0f, 1.0f, 0.0f); - glVertex3f(-1.0f,-1.0f, 1.0f); // Front Left Side Bottom - - glColor3f( 1.0f, 1.0f, 0.0f); - glVertex3f(-1.0f, 1.0f, 1.0f); // Front Left Side Top - - glColor3f( 1.0f, 1.0f, 1.0f); - glVertex3f( 1.0f, 1.0f, 1.0f); // Front Right Side Top - - - /* --- Bottom --- */ - glColor3f( 0.0f, 0.0f, 0.0f); - glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Back - - glColor3f( 0.0f, 0.0f, 1.0f); - glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Back - - glColor3f( 0.0f, 1.0f, 1.0f); - glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Front - - glColor3f( 0.0f, 1.0f, 0.0f); - glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Front - - glEnd(); // done with the polygon + glRotatef(xrot, 1.0f, 0.0f, 0.0f); + DrawBracket(1.4); // swap buffers to display, since we're double buffered. glutSwapBuffers(); -} - -void rota() -{ - glClear(GL_COLOR_BUFFER_BIT); - glRotatef(5,1,0.5,0.8); - DrawGLScene(); - glFlush(); - glutTimerFunc(10.0, &rota, 5); + if (oszi) rota(0); } /* The function called whenever a key is pressed. */ @@ -182,10 +317,29 @@ void keyPressed(unsigned char key, int x, int y) switch (key) { - case 'f': glutFullScreen(); + case 'f': if (!full) + { + glutFullScreen(); + full = 1; + } else { + glutReshapeWindow(640,480); + full = 0; + } break; - case 'w': glutReshapeWindow(640,480); + + case 'm': if (!oszi) + { + oszi = 1; + } else { + oszi = 0; + } break; + + case ' ': + zrot += 5; + break; + + case '0': zrot = xrot = yrot = 0; break; case 27: glutDestroyWindow(window); exit(0); default: @@ -201,16 +355,20 @@ void specialKeyPressed(int key, int x, int y) switch (key) { case GLUT_KEY_UP: - xrot += 10; + xrot += 5; + oszi = 0; break; case GLUT_KEY_DOWN: - xrot -= 10; + xrot -= 5; + oszi = 0; break; case GLUT_KEY_LEFT: - yrot += 10; + yrot += 5; + oszi = 0; break; case GLUT_KEY_RIGHT: - yrot -= 10; + yrot -= 5; + oszi = 0; break; default: break; @@ -234,7 +392,7 @@ int main(int argc, char **argv) glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ - glutInitWindowPosition(0, 0); + glutInitWindowPosition(400, 210); /* Open a window */ window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99");