// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include // we use glut here as window manager #define _USE_MATH_DEFINES #include #include #include #include #include #include using namespace std; class Renderer { public: float t; private: GLuint texID; public: // constructor Renderer() : t(0.0), texID(0) {} // destructor ~Renderer() { if(texID !=0) glDeleteTextures( 1, &texID); } public: void init() { glEnable(GL_DEPTH_TEST); std::string fileName("dice_texture.ppm"); texID = loadTexture(fileName); } void resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, (float)w/(float)h, 0.1, 50.0); } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // set camera gluLookAt(8.0, -2.0, 5.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); // draw scene glRotatef(t, 0.0f, 0.0f, 1.0f); drawTexturedCube(); } private: // returns a valid textureID on success, otherwise 0 GLuint loadTexture(std::string &filename) { unsigned width; unsigned height; int level = 0; int border = 0; std::vector imgData; // load image data if(!loadPPMImageFlipped(filename, width, height, imgData)) return 0; // data is aligned in byte order glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //request textureID GLuint textureID; glGenTextures( 1, &textureID); // bind texture glBindTexture( GL_TEXTURE_2D, textureID); //define how to filter the texture (important but ignore for now) glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //texture colors should replace the original color values glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //GL_MODULATE // specify the 2D texture map glTexImage2D(GL_TEXTURE_2D, level, GL_RGB, width, height, border, GL_RGB, GL_UNSIGNED_BYTE, &imgData[0]); // return unique texture identifier return textureID; } void drawTexturedCube() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texID); glColor3f(1.0f,0.0f,0.0f); glBegin(GL_POLYGON); // three glTexCoord2f(0.25f,0.50f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.25f,0.25f); glVertex3f(-1.0f,-1.0f, 1.0f); glTexCoord2f(0.50f,0.25f); glVertex3f( 1.0f,-1.0f, 1.0f); glTexCoord2f(0.50f,0.50f); glVertex3f( 1.0f, 1.0f, 1.0f); glEnd(); glColor3f(1.0f,1.0f,0.0f); glBegin(GL_POLYGON); // five glTexCoord2f(0.00f,0.50f); glVertex3f(-1.0f, 1.0f,-1.0f); glTexCoord2f(0.00f,0.25f); glVertex3f(-1.0f,-1.0f,-1.0f); glTexCoord2f(0.25f,0.25f); glVertex3f(-1.0f,-1.0f, 1.0f); glTexCoord2f(0.25f,0.50f); glVertex3f(-1.0f, 1.0f, 1.0f); glEnd(); glColor3f(0.0f,0.0f,1.0f); glBegin(GL_POLYGON); // two glTexCoord2f(0.50f,0.50f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.50f,0.25f); glVertex3f( 1.0f,-1.0f, 1.0f); glTexCoord2f(0.75f,0.25f); glVertex3f( 1.0f,-1.0f,-1.0f); glTexCoord2f(0.75f,0.50f); glVertex3f( 1.0f, 1.0f,-1.0f); glEnd(); glColor3f(1.0f,1.0f,1.0f); glBegin(GL_POLYGON); // six glTexCoord2f(0.25f,0.75f); glVertex3f(-1.0f, 1.0f,-1.0f); glTexCoord2f(0.25f,0.50f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.50f,0.50f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.50f,0.75f); glVertex3f( 1.0f, 1.0f,-1.0f); glEnd(); glColor3f(0.0f,1.0f,1.0f); glBegin(GL_POLYGON); // one glTexCoord2f(0.25f,0.25f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(0.25f,0.00f); glVertex3f(-1.0f, -1.0f,-1.0f); glTexCoord2f(0.50f,0.00f); glVertex3f( 1.0f, -1.0f,-1.0f); glTexCoord2f(0.50f,0.25f); glVertex3f( 1.0f, -1.0f, 1.0f); glEnd(); glColor3f(0.0f,1.0f,0.0f); glBegin(GL_POLYGON); //four glTexCoord2f(0.75f,0.50f); glVertex3f( 1.0f, 1.0f,-1.0f); glTexCoord2f(0.75f,0.25f); glVertex3f( 1.0f,-1.0f,-1.0f); glTexCoord2f(1.00f,0.25f); glVertex3f(-1.0f,-1.0f,-1.0f); glTexCoord2f(1.00f,0.50f); glVertex3f(-1.0f, 1.0f,-1.0f); glEnd(); glDisable(GL_TEXTURE_2D); } bool loadPPMImageFlipped(std::string &filename, unsigned &width, unsigned &height, std::vector &imgData) { ifstream input(filename.c_str(), ifstream::in | ifstream::binary); if(!input) { // cast istream to bool to see if something went wrong cerr << "Can not find texture data file " << filename.c_str() << endl; return false; } input.unsetf(std::ios_base::skipws); string line; input >> line >> std::ws; if (line != "P6") { cerr << "File is not PPM P6 raw format" << endl; return false; } width = 0; height = 0; unsigned depth = 0; unsigned readItems = 0; unsigned char lastCharBeforeBinary; while (readItems < 3) { input >> std::ws; if(input.peek() != '#') { if (readItems == 0) input >> width; if (readItems == 1) input >> height; if (readItems == 2) input >> depth >> lastCharBeforeBinary; readItems++; }else{ // skip comments std::getline(input, line); } } if(depth >= 256) { cerr << "Only 8-bit PPM format is supported" << endl; return false; } unsigned byteCount = width * height * 3; imgData.resize(byteCount); input.read((char*)&imgData[0], byteCount*sizeof(unsigned char)); // vertically flip the image because the image origin // in OpenGL is the lower-left corner unsigned char tmpData; for(unsigned y=0; y < height / 2; y++) { int sourceIndex = y * width * 3; int targetIndex = (height-1-y) * width *3; for(unsigned x=0; x < width*3; x++) { tmpData = imgData[targetIndex]; imgData[targetIndex] = imgData[sourceIndex]; imgData[sourceIndex] = tmpData; sourceIndex++; targetIndex++; } } return true; } }; //this is a static pointer to a Renderer used in the glut callback functions static Renderer *renderer; //glut static callbacks start static void glutResize(int w, int h) { renderer->resize(w,h); } static void glutDisplay() { renderer->display(); glutSwapBuffers(); glutReportErrors(); } static void timer(int v) { float offset = 1.0f; renderer->t += offset; glutDisplay(); glutTimerFunc(unsigned(20), timer, ++v); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(320, 320); glutCreateWindow("Texture Demo"); glutDisplayFunc(glutDisplay); //glutIdleFunc(glutDisplay); glutReshapeFunc(glutResize); renderer = new Renderer; renderer->init(); glutTimerFunc(unsigned(20), timer, 0); glutMainLoop(); }