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danicomas revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -176,9 +176,9 @@ void InitOpenGL() glEnable(GL_DEPTH_TEST); loadShaders(); loadExternalTextures(); //textureId = loadTexture("lego.bmp"); //glBindTexture (GL_TEXTURE_2D, textureId); glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); -
danicomas revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -99,7 +99,7 @@ void loadExternalTextures() void loadShaders() { GLuint program = LoadShader("vertex.vs", "fragment.frag"); glUseProgram(program); } void display() @@ -174,8 +174,8 @@ void InitOpenGL() glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); loadShaders(); loadExternalTextures(); //textureId = loadTexture("lego.bmp"); //glBindTexture (GL_TEXTURE_2D, textureId); -
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danicomas revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,4 +1,3 @@ #ifdef WIN32 #include <windows.h> #endif @@ -206,4 +205,4 @@ int main (int argc, char **argv) ExitGlut(); return 0; } -
danicomas revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,3 +1,4 @@ #ifdef WIN32 #include <windows.h> #endif @@ -205,4 +206,4 @@ int main (int argc, char **argv) ExitGlut(); return 0; } -
danicomas created this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,208 @@ #ifdef WIN32 #include <windows.h> #endif #include <stdlib.h> #include <iostream> #include <fstream> #include "GLShader.hpp" #ifdef __APPLE__ #include <GLUT/glut.h> #include <OpenGL/gl.h> #include <OpenGL/glu.h> #else #include <GL/glut.h> #include <GL/glu.h> #include <GL/gl.h> #endif using namespace std; void menuCallback(int); void setCamera(void); void drawScene(void); static int win = 0; //static GLuint textureId = 0; static unsigned int texture[2]; // Struct of bitmap file. struct BitMapFile { int sizeX; int sizeY; unsigned char *data; }; // Routine to read a bitmap file. // Works only for uncompressed bmp files of 24-bit color. BitMapFile *getBMPData(string filename) { BitMapFile *bmp = new BitMapFile; unsigned int size, offset, headerSize; // Read input file name. ifstream infile(filename.c_str(), ios::binary); // Get the starting point of the image data. infile.seekg(10); infile.read((char *) &offset, 4); // Get the header size of the bitmap. infile.read((char *) &headerSize,4); // Get width and height values in the bitmap header. infile.seekg(18); infile.read( (char *) &bmp->sizeX, 4); infile.read( (char *) &bmp->sizeY, 4); // Allocate buffer for the image. size = bmp->sizeX * bmp->sizeY * 24; bmp->data = new unsigned char[size]; // Read bitmap data. infile.seekg(offset); infile.read((char *) bmp->data , size); return bmp; } // Load external textures. void loadExternalTextures() { // Local storage for bmp image data. BitMapFile *image[1]; // Load the texture. image[0] = getBMPData("lego.bmp"); // Activate texture index texture[0]. glBindTexture(GL_TEXTURE_2D, texture[0]); // Set texture parameters for wrapping. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture parameters for filtering. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Specify an image as the texture to be bound with the currently active texture index. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image[0]->sizeX, image[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image[0]->data); } void loadShaders() { GLuint program = LoadShader("vertex.vs", "fragment.frag"); glUseProgram(program); } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glTranslatef(0.0f, 10.0f, 0.0f); glPopMatrix(); setCamera(); drawScene(); glutSwapBuffers(); } void drawScene() { // Draw Trapezoid (Perspective-correct Problem) glPushMatrix(); glBegin(GL_POLYGON); glTexCoord2f(1,0); glVertex3f(4, 0, -4); glTexCoord2f(1, 1); glVertex3f(2, 4, -4); glTexCoord2f(0, 1); glVertex3f(-2, 4, -4); glTexCoord2f(0,0); glVertex3f(-4, 0, -4); glEnd(); glPopMatrix(); } void idle() { glutPostRedisplay(); } void setCamera() { glTranslatef(0.0f,-0.75f, -2.0f); glRotatef(0.0f, 0.0f, 1.0f, 0.0f); } void CreateGlutWindow() { glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowPosition (10, 10); glutInitWindowSize (512, 512); win = glutCreateWindow ("Comas, Daniel"); } void CreateGlutCallbacks() { glutDisplayFunc(display); glutIdleFunc(idle); } void InitOpenGL() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.0, 1.0, 0.1, 100); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); loadShaders(); loadExternalTextures(); //textureId = loadTexture("lego.bmp"); //glBindTexture (GL_TEXTURE_2D, textureId); glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } void ExitGlut() { glutDestroyWindow(win); exit(0); } int main (int argc, char **argv) { glutInit(&argc, argv); CreateGlutWindow(); CreateGlutCallbacks(); InitOpenGL(); glutMainLoop(); ExitGlut(); return 0; }