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opengl globus earth

 #include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <SDL/SDL.h>

SDL_Surface* surface;
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define SCREEN_BPP 255
#define FALSE 0
#define TRUE 1
GLuint texture[1];

int kulka()
{
 GLUquadricObj *sphere=NULL;
  sphere = gluNewQuadric();
  gluQuadricDrawStyle(sphere, GLU_FILL);
  gluQuadricTexture(sphere, TRUE);
  gluQuadricNormals(sphere, GLU_SMOOTH);


 
  gluSphere(sphere, 1.0, 20, 20);
 

}

void wyswietlanie(void)
{
 
    glClear(GL_COLOR_BUFFER_BIT);
 
 
 glRotated(33.5, 3.5, 1.6, 1.0);
  kulka();

    glFlush();
}

void skalowanie(int s, int w)
{
 
 
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();



}
namespace SDL
{

int LoadGLTextures( )
{
    /* Status indicator */
    int Status = FALSE;

    /* Create storage space for the texture */
    SDL_Surface *TextureImage;

    /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */
    if ( ( TextureImage= SDL_LoadBMP( "abb.bmp" ) ) )
        {

        /* Set the status to true */
        Status = TRUE;
       
        /* Create The Texture */
        glGenTextures( 1, &texture[0] );

        /* Typical Texture Generation Using Data From The Bitmap */
        glBindTexture( GL_TEXTURE_2D, texture[0] );

        /* Generate The Texture */
        glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage->w,
              TextureImage->h, 0, GL_BGR,
              GL_UNSIGNED_BYTE, TextureImage->pixels );
        glGetError();

        /* Linear Filtering */
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

    glEnable(GL_TEXTURE_2D);
        }

    /* Free up any memory we may have used */
    if ( TextureImage)
        SDL_FreeSurface( TextureImage );

    return Status;
}
};

int main(int argc,char **argv)                   //kopjuj wklej p.

{

    glutInit(&argc,argv);

  
    glutInitDisplayMode(GLUT_RGBA);
  
    glutInitWindowSize(600,800);
  
    glutInitWindowPosition(50,50);
  
    glutCreateWindow("NakÅ‚adanie tekstur");


    glClearColor(0,0,0,0);
  
    SDL::LoadGLTextures();

  
    glutDisplayFunc(wyswietlanie);
    glutReshapeFunc(skalowanie);

 
    glutMainLoop();
}

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