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TGA teksture in openGL C/C++ moon&&earth

#include <iostream>
#include <fstream>
#include <stdio.h>
   
#include <GL/gl.h>          
#include <GL/glut.h>     
 #define FALSE 0
#define TRUE 1
#define KEY_ESCAPE 27
#define g_rotation_speed 0.2
float g_rotation;

 #define FALSE 0
#define TRUE 1
using namespace std;

/********************************************************************************
 g++ traga.cpp -o tga -L/usr/X11R6/lib/ -lGL -lGLU -lglut -lSDL
use GIMP to generate 2010.tga and moon.tga
from tga class can create ifdef .h file
but i'm still not happy
*******************************************************************************/

/************************************************************************************
 *  TGA CLASS
 ************************************************************************************/
class TGA
{
  public:

    bool Load(const char *filename);
    void Release();
    void Draw();


    char *imageData;


    struct tga_header
    {
        unsigned char idLength;
        unsigned char colorMapType;
        unsigned char imageTypeCode;
        unsigned char colorMapSpec[5];
        unsigned short xOrigin;
        unsigned short yOrigin;   
        unsigned short width;
        unsigned short height;
        unsigned char bpp;
        unsigned char imageDesc;
    };
    tga_header tgaheader;
};



void TGA::Release()
{
    free(imageData);        // Free image data from memory
}

bool TGA::Load(const char* filename)
{
    fstream filestr;

    filestr.open (filename, ios::in | ios::binary);                               
    if (filestr.is_open())                                                       
    {
        // read TGA header
        filestr.read((char*) &tgaheader , sizeof(struct tga_header));           
       

        // read pixel data
        int imageSize = tgaheader.width * tgaheader.height * tgaheader.bpp;       

        this->imageData = (char*) malloc(imageSize);                           
        filestr.read((char*) this->imageData, imageSize);                       


        /*
         * TGA is stored in BGR (Blue-Green-Red) format,
         * we need to convert this to Red-Green-Blue (RGB).
         * The following section does BGR to RGB conversion
         */

        if (tgaheader.bpp == 24)
        {
            for (int i = 0; i < imageSize; i+=3)
            {   
                char c = this->imageData[i];
                this->imageData[i] = this->imageData[i+2];
                this->imageData[i+2] = c;
            }
        }
        else
        if (tgaheader.bpp == 32)
        {
            for (int i = 0; i < imageSize; i+=4)
            {   
                // 32 bits per pixel   =  4 byte per pixel           
                char c = this->imageData[i];
                this->imageData[i] = this->imageData[i+2];
                this->imageData[i+2] = c;
            }
        }

        filestr.close();
    }
    else
    {
        cout << "Error opening file" << endl;
        return -1;
    }

    return 0;
}


/************************************************************************************
 *  Rest of code
 ************************************************************************************/




 namespace glut
{

 class magic
{
public:
 GLuint year;
GLuint day;
GLuint texture[1];
 GLuint earthX;
GLuint earthY;
GLuint earthZ;

void earth();
void moon();

}control;

int LoadGLTextures( )
{
    /* Status indicator */
    int Status = FALSE;
 TGA *TextureImage= new TGA;
    /* Create storage space for the texture */
 

    /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */
   TextureImage->Load( "2010.tga" );
       

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

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

        /* Generate The Texture */
      gluBuild2DMipmaps(GL_TEXTURE_2D, 3,TextureImage->tgaheader.width  ,TextureImage->tgaheader.height,  GL_BGR, GL_UNSIGNED_BYTE, TextureImage->imageData);
        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);
       
   /* Status indicator */


    /* Create storage space for the texture */


    /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */
  TextureImage->Load( "moon.tga" );
   

        /* Set the status to true */
        Status = TRUE;
       
        /* Create The Texture */
        glGenTextures( 2, &control.texture[1] );

        /* Typical Texture Generation Using Data From The Bitmap */
        glBindTexture( GL_TEXTURE_2D, control.texture[1] );

        /* Generate The Texture */
      gluBuild2DMipmaps(GL_TEXTURE_2D, 3,TextureImage->tgaheader.width  ,TextureImage->tgaheader.height,  GL_BGR, GL_UNSIGNED_BYTE, TextureImage->imageData);
        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);
       

}

void magic::earth()
{

glPushMatrix();

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

glRotatef (33, 27.0, 0, 0.0);
 glBindTexture( GL_TEXTURE_2D, control.texture[0] );
  gluSphere(sphere, 1.0, 20, 20);
  glPopMatrix();
 glFlush();
}


void magic::moon()
{

glPushMatrix();
 GLUquadricObj *sphere=NULL;
  sphere = gluNewQuadric();
  gluQuadricDrawStyle(sphere, GLU_FILL);
  gluQuadricTexture(sphere, TRUE);
  gluQuadricNormals(sphere, GLU_SMOOTH);
glBindTexture( GL_TEXTURE_2D, control.texture[1] );
glRotatef (control.year, 0.0, 1.0, 0.0);
glTranslatef (2.0, 0.0, 0.0);
glRotatef (control.day, 0.0, 1.0, 0.0);
  gluSphere(sphere, 0.4, 20, 20);


 glPopMatrix();
 glFlush();

}
void display(void)
{

magic *wizird= new magic;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
if( (control.year<180) ){
wizird->moon();
wizird->earth();
}
else{
wizird->earth();
wizird->moon();
}
glutSwapBuffers();
}


void initialize ()
{

GLfloat light_position[] = { 1.0, 1.0, -2.0, 0.0 };

GLfloat light1_ambient[] = { 0.2, 0.2, 0.2, 1.0 };

glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
}


void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 'd':
control.day = (control.day + 10) % 360;
glutPostRedisplay();
break;
case 'D':
control.day = (control.day - 10) % 360;
glutPostRedisplay();
break;
case 'y':
control.year = (control.year + 5) % 360;
glutPostRedisplay();
break;
case 'k':
control.earthX = control.earthX - 65;
glutPostRedisplay();
break;

case 's':
control.earthY = control.earthY - 65;
glutPostRedisplay();
break;
case 'a':
control.earthZ = control.earthZ - 65;
glutPostRedisplay();
break;
default:
break;
}
}
 void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}

};

int main(int argc, char** argv)
{

glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
glut::initialize();
glut::LoadGLTextures( );
glutDisplayFunc(glut::display);
glutReshapeFunc(glut::reshape);
glutKeyboardFunc(glut::keyboard);

glutMainLoop();
return 0;
}

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