// // This code was created by Jeff Molofee '99 (ported to Linux/GLUT by Richard Campbell '99) // // If you've found this code useful, please let me know. // // Visit me at www.demonews.com/hosted/nehe // (email Richard Campbell at ulmont@bellsouth.net) // #include // Header File For The GLUT Library #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For sleeping. #include // Header File for math. #include #include #include "slash.h" #include "openBracket.h" #include "closeBracket.h" #define PI 3.1415 /* ASCII code for the escape key. */ #define ESCAPE 27 /* The number of our GLUT window */ int window; float xrot = 0.0f; float yrot = 0.0f; float zrot = 0.0f; float xrot_scene = 0.0f; float yrot_scene = 0.0f; float zrot_scene = 0.0f; float i = 0.5; 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("texture.bmp", image1)) { exit(1); } // Create Texture glGenTextures(1, &texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); // 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 (24bit), unsigned byte data, and finally the data itself. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) }; /* 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(0.2f, 0.2f, 0.2f, 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 glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ void ReSizeGLScene(int Width, int Height) { if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small Height=1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } void rotate(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; } /* The main drawing function. */ void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,-8.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(xrot_scene, 1.0f, 0.0f, 0.0f); glRotatef(yrot_scene, 0.0f, 1.0f, 0.0f); glRotatef(zrot_scene, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, sin((yrot*PI)/180), 0.0f); glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. glTranslatef(-3.0f, 0.0f, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]); glTranslatef(1.2f, 0.0f, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]); glTranslatef(1.2f, 0.0f, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]); glTranslatef(1.2f, 0.0f, 0.0f); DrawSlash(xrot, yrot, zrot, texture[0]); glTranslatef(1.2f, 0.0f, 0.0f); DrawCloseBracket(xrot, yrot, zrot, texture[0]); glTranslatef(1.2f, 0.0f, 0.0f); DrawCloseBracket(xrot, yrot, zrot, texture[0]); // swap buffers to display, since we're double buffered. glutSwapBuffers(); if (oszi) rotate(1); glutTimerFunc(5, &DrawGLScene, 0); } /* The function called whenever a key is pressed. */ void keyPressed(unsigned char key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case 'f': if (!full) { glutFullScreen(); full = 1; } else { glutReshapeWindow(640,480); full = 0; } break; case 'm': if (!oszi) { oszi = 1; } else { oszi = 0; } break; case ' ': zrot_scene += 5; break; case '0': zrot_scene = xrot_scene = yrot_scene = 0; break; case 27: glutDestroyWindow(window); exit(0); default: break; } } void specialKeyPressed(int key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case GLUT_KEY_UP: xrot_scene += 5; break; case GLUT_KEY_DOWN: xrot_scene -= 5; break; case GLUT_KEY_LEFT: yrot_scene += 5; break; case GLUT_KEY_RIGHT: yrot_scene -= 5; break; default: break; } } int main(int argc, char **argv) { /* Initialize GLUT state - glut will take any command line arguments that pertain to it or X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ glutInit(&argc, argv); /* Select type of Display mode: Double buffer RGBA color Alpha components supported Depth buffer */ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH); /* get a 640 x 480 window */ glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ glutInitWindowPosition(400, 210); /* Open a window */ window = glutCreateWindow("c3d2 animation"); /* Register the function to do all our OpenGL drawing. */ glutDisplayFunc(&DrawGLScene); /* Go fullscreen. This is the soonest we could possibly go fullscreen. */ /*glutFullScreen();*/ /* Even if there are no events, redraw our gl scene. */ /* glutIdleFunc(&DrawGLScene); */ /* Register the function called when our window is resized. */ glutReshapeFunc(&ReSizeGLScene); /* Register the function called when the keyboard is pressed. */ glutKeyboardFunc(&keyPressed); glutSpecialFunc(&specialKeyPressed); /* Initialize our window. */ InitGL(640, 480); glutTimerFunc(5, &DrawGLScene, 0); /* Start Event Processing Engine */ glutMainLoop(); return 1; }