Total members 11890 |It is currently Sat Apr 20, 2024 3:21 pm Login / Join Codemiles

Java

C/C++

PHP

C#

HTML

CSS

ASP

Javascript

JQuery

AJAX

XSD

Python

Matlab

R Scripts

Weka





In this example we add more than one texture to the cube surfaces and will also repeat a texture on a one of the surfaces using-OpenGL.

cpp code
#include <stdlib.h>
#include <GL/glut.h>
#include "RgbImage.h"
GLfloat xRotated, yRotated, zRotated;
GLuint texture[3]; // Storage For One Texture ( NEW )
/*
* Read a texture map from a BMP bitmap file.
*/
void loadTextureFromFile(char *filename,int index)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);

RgbImage theTexMap( filename );

glGenTextures(1, &texture[index]); // Create The Texture
glBindTexture(GL_TEXTURE_2D, texture[index]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);


// Typical Texture Generation Using Data From The Bitmap

glTexImage2D(GL_TEXTURE_2D, 0, 3, theTexMap.GetNumCols(), theTexMap.GetNumRows(), 1, GL_RGB, GL_UNSIGNED_BYTE, theTexMap.ImageData() );





}

/*
* Draw the texture in the OpenGL graphics window
*/
void drawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);

glLoadIdentity();
glTranslatef(0.0,0.0,-5);
glRotatef(yRotated, 0, 1, 0);
glRotatef(zRotated, 0, 0, 1);

glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
// Front Face

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(2.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(2.0f, 2.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 2.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glEnd();
glPopMatrix();

glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
// Top Face
//glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face

glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glEnd();
glPopMatrix();

glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
// Left Face
//glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glPopMatrix();


glFlush();
glDisable(GL_TEXTURE_2D);

}

void resizeWindow(int x, int y)
{
if (y == 0 || x == 0) return; //Nothing is visible then, so return
//Set a new projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//Angle of view:40 degrees
//Near clipping plane distance: 0.5
//Far clipping plane distance: 20.0

gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.5,20.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y); //Use the whole window for rendering
}

void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}

char* filename[] = {"./salt_on_spoon.bmp","./win030.bmp","./win044.bmp"};

void idleFunc(void)
{

yRotated += 0.01;
zRotated += 0.01;
drawScene();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(240, 240);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
for ( int i=0;i<3;i++)
{
loadTextureFromFile(filename[i],i);
}

glutDisplayFunc(drawScene);
glutReshapeFunc(resizeWindow);
glutKeyboardFunc(keyboard);
glutIdleFunc(idleFunc);
glutMainLoop();
return 0;
}





Attachments:
TextureMapping5 -e.zip [333.35 KiB]
Downloaded 1427 times
ManyTextures.png
ManyTextures.png [ 69.92 KiB | Viewed 8143 times ]

_________________
M. S. Rakha, Ph.D.
Queen's University
Canada
Author:
Mastermind
User avatar Posts: 2715
Have thanks: 74 time
Post new topic Reply to topic  [ 1 post ] 




Topic Tags

C++ Graphics
cron





Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
All copyrights reserved to codemiles.com 2007-2011
mileX v1.0 designed by codemiles team
Codemiles.com is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com