за традицією чекав на це повідомлення, дивіться на display() та LoadTexture(const char * filename)
#include <cstdio>
#include <iostream>
#include <Windows.h>
#include <stdlib.h>
#include <gl\glut.h>
#include <gl\GL.h>
#include <gl\GLU.h>
#include "SOIL.h"
GLuint LoadTexture(const char * filename)
{
glEnable(GL_TEXTURE_2D);
GLuint texture1;
unsigned char * data;
FILE * file;
int w, h;
SOIL_load_image(filename, &w, &h, 0, SOIL_LOAD_RGB);
fopen_s(&file, filename, "rb");
//file = fopen_s(filename, "rb");
if (file == NULL) return 0;
data = new unsigned char[w * h * 3];
//int size = fseek(file,);
fread(data, w * h * 3, 1, file);
fclose(file);
for (int i = 0; i < w * h*3; i+=3)
{
int temp = data[i];
data[i] = data[i + 2];
data[i + 2] = temp;
}
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
delete[] data;
return texture1;
}
static float angle = 0,
width = 1024,
height = 720,
scale = 1,
eyex,
eyey = 0,
eyez = -1.5,
centerx,
centery,
centerz = 20,
upx,
upy = 1,
upz,
left = 1,
right = 1,
bottom = 1,
top = 1,
near1 = 0.1,
far1 = 100,
fov = 60,
mouseSpeed = 0.05,
oldMouseX = 0,
oldMouseY = 0,
currentScaleX = 1,
currentScaleZ = 1,
minScaleX = 0.5,
maxScaleX = 1.5,
currentJumpHeight,
minScaleY = 0.5,
maxScaleY = 1.5,
maxJumpHeight = 5,
jumpSpeed = 0.1,
scaleXstart,
time1 = 2, time2 = 1,
teapotPosX = 0, teapotPosY = 0, teapotPosZ = 0;
GLuint tex;
static bool up = true, stopTimer;
float getMouseMoveX(int x)
{
float newX = (x - oldMouseX)*mouseSpeed;
oldMouseX = x;
return newX;
}
float getMouseMoveY(int y)
{
float newY = (y - oldMouseY)*mouseSpeed;
oldMouseY = y;
return newY;
}
float getPixelWidth(int width1)
{
return (((float)width1 / (float)width) * 2) - 1;
}
float getPixelHeight(int height1)
{
return (((float)height1 / (float)height) * 2) - 1;
}
void init(void) {
glClearColor(0, 0, 0, 0.0);
glShadeModel(GL_SMOOTH);
scaleXstart = (maxJumpHeight / 100.0) * 5.0;
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
tex = (GLuint)LoadTexture("\\t.bmp");
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz);
glBindTexture(GL_TEXTURE_2D, tex);
glColor3f(.5, .5, .5);
glBegin(GL_QUADS);
glTexCoord2d(0, 0);
glVertex3d(0.3, -0.5, 0);
glTexCoord2d(0, 1);
glVertex3d(0.3, 0.5, 0);
glTexCoord2d(1, 1);
glVertex3d(-0.3, 0.5, 0);
glTexCoord2d(1, 0);
glVertex3d(-0.3, -0.5, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glutSwapBuffers();
glFinish();
}
void reshape(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
width = w; height = h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, width/height, near1, far1);
glMatrixMode(GL_MODELVIEW);
}
void timerF(int value)
{
if (value == 0)
{
angle += 4;
display();
glutTimerFunc(16, timerF, 0);
}
}
void keyFunc(unsigned char key, int x, int y)
{
//system("cls");
switch (key)
{
case 'w':eyez += 0.1; stopTimer = true; break;
case 's':eyez -= 0.1; break;
case 'a':eyex -= 0.1; break;
case 'd':eyex += 0.1; break;
case 'q':eyey -= 0.1; break;
case 'e':eyey += 0.1; break;
case 'W':centerz += 0.1; break;
case 'S':centerz -= 0.1; break;
case 'A':centerx -= 0.1; break;
case 'D':centerx += 0.1; break;
case 'Q':centery -= 0.1; break;
case 'E':centery += 0.1; break;
case '+':near1 += 0.1; break;
case '-':near1 -= 0.1; break;
case '*':far1 += 0.1; break;
case '/':far1 -= 0.1; break;
case '7':fov += 1; break;
case '4':teapotPosX += 0.1; break;
case '9':right += 0.1; break;
case '6':teapotPosX -= 0.1; break;
case '8':teapotPosZ += 0.1; break;
case '5':top -= 0.1; break;
case '2':teapotPosZ -= 0.1; break;
case '0':bottom -= 0.1; break;
default:
break;
}
display();
reshape(width, height);
printf("%c\n", key);
printf("Camera position:\n x\t y\t z\t \n %.1f \t %.1f \t %.1f \n", eyex, eyey, eyez);
printf("Camera up is:\n x\t y\t z\t \n %.1f \t %.1f \t %.1f\n\n", upx, upy, upz);
std::cout << "FoV is: " << fov << std::endl;
printf("Frustrum is:\n near:\t far:\t left:\t right:\t top:\t bottom:\t\n %.1f\t %.1f\t %.1f\t %.1f\t %.1f\t %.1f\t ", near1, far1, left, right, top, bottom);
}
void MouseMotion(int x, int y)
{
float newX = getMouseMoveX(x);
float newY = getMouseMoveY(y);
printf("Mouse move:\n x\t y\t \n %.1f \t %.1f\n\n", newX, newY);
centerx += newX;
centery += newY;
printf("Camera look at:\n x\t y\t z\t \n %.1f \t %.1f \t %.1f\n\n", centerx, centery, centerz);
}
void MouseClick(int clickType, int state, int x, int y)
{
oldMouseX = x;
oldMouseY = y;
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE); //set the display to Double buffer
glutInitWindowSize(width, height);
glViewport(0, 0, width, height);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyFunc);
glutMotionFunc(MouseMotion);
glutMouseFunc(MouseClick);
glutTimerFunc(16, timerF, 0);
glEnable(GL_DEPTH_TEST);
glutMainLoop(); //call the main loop
return 0;
}