Загрузка данных
#include <GL/glut.h>
#pragma comment(lib, "freeglut.lib")
#include <stdlib.h>
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLfloat vertices[8][3] = {
{-1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{ 1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f}
};
GLuint textureID;
int imageWidth, imageHeight, imageChannels;
unsigned char* imageData = NULL;
float angleX = 20.0f;
float angleY = 30.0f;
int windowWidth = 800;
int windowHeight = 600;
void drawFace(int a, int b, int c, int d) {
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3fv(vertices[a]);
glTexCoord2f(1.0f, 0.0f); glVertex3fv(vertices[b]);
glTexCoord2f(1.0f, 1.0f); glVertex3fv(vertices[c]);
glTexCoord2f(0.0f, 1.0f); glVertex3fv(vertices[d]);
glEnd();
}
void drawCube() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID);
glColor3f(1.0f, 1.0f, 1.0f);
drawFace(0, 3, 2, 1);
drawFace(2, 3, 7, 6);
drawFace(0, 4, 7, 3);
drawFace(1, 2, 6, 5);
drawFace(4, 5, 6, 7);
drawFace(0, 1, 5, 4);
glDisable(GL_TEXTURE_2D);
}
void loadTexture(const char* filename) {
imageData = stbi_load(filename, &imageWidth, &imageHeight, &imageChannels, 3);
if (!imageData) {
printf("Ошибка загрузки изображения\n");
exit(1);
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
imageWidth,
imageHeight,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
imageData
);
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, windowWidth, windowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double aspect = (double)windowWidth / (double)windowHeight;
gluPerspective(45.0, aspect, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
4.0, 4.0, 6.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
glRotatef(angleX, 1.0f, 0.0f, 0.0f);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
drawCube();
glutSwapBuffers();
}
void reshape(int w, int h) {
if (h == 0) h = 1;
windowWidth = w;
windowHeight = h;
glViewport(0, 0, w, h);
}
void idle() {
angleY += 0.2f;
if (angleY > 360.0f) angleY -= 360.0f;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'a': angleY -= 5.0f; break;
case 'd': angleY += 5.0f; break;
case 'w': angleX -= 5.0f; break;
case 's': angleX += 5.0f; break;
case 27:
if (imageData) stbi_image_free(imageData);
exit(0);
}
glutPostRedisplay();
}
void init() {
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glEnable(GL_DEPTH_TEST);
loadTexture("texture.bmp");
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);
glutCreateWindow("Laboratory Work 5 - Textured Cube");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}