/* CUBO GIRANDO CON TEXTURA DIFERENTE EN CADA CARA */
#include <stdio.h>
#include <GL/glut.h>
#include <unistd.h>
#include "IMAGENES/Superman.c"
#include "IMAGENES/Batman.c"
#include "IMAGENES/Tigre.c"
#include "IMAGENES/Hulk.c"
#include "IMAGENES/Ironman.c"
#include "IMAGENES/Maravilla.c"
float Time; // (Time)Retardo
float ANG = 0.0f; // (ANG)ulo de rotaciON
void PintaEjes()
{
glBegin(GL_LINES);
glColor3f(1,0,0); glVertex3f(-5, 0, 0); glVertex3f(5, 0, 0); // X
glColor3f(0,1,0); glVertex3f(0, -5, 0); glVertex3f(0, 5, 0); // Y
glColor3f(0,0,1); glVertex3f(0, 0, -5); glVertex3f(0, 0, 5); // Z
glEnd();
glPushMatrix();
glColor3f(1,0,0); glTranslatef(5.0f, 0.0f, 0.0f); glutWireSphere(0.20, 20, 20);
glPopMatrix(); glPushMatrix();
glColor3f(0,1,0); glTranslatef(0.0f, 5.0f, 0.0f); glutWireSphere(0.20, 20, 20);
glPopMatrix(); glPushMatrix();
glColor3f(0,0,1); glTranslatef(0.0f, 0.0f, 5.0f); glutWireSphere(0.20, 20, 20);
glPopMatrix();
}
void Gradua ( )
{
int k=0, x1,y1,x2,y2;
glBegin(GL_LINES);
glColor3f(1,0,0); for(k=1; k<10; k++) { glVertex3f(-5+k, 0.2, 0); glVertex3f(-5+k, -0.2, 0); }
glColor3f(0,1,0); for(k=1; k<10; k++) { glVertex3f(0.2, -5+k, 0); glVertex3f(-0.2, -5+k, 0); }
glColor3f(0,1,0); for(k=1; k<10; k++) { glVertex3f(0.2, 0, -5+k); glVertex3f(-0.2, 0, -5+k); }
glEnd();
}
Inicializa()
{
int texture;
glClearColor(0.0,0.0,0.0,0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-8.0,8.0, -8.0,8.0, -7.0,7.0);
Time = (float)80000;
glMatrixMode(GL_MODELVIEW);
gluLookAt(-1,-1,1, 2,2,-1, 0,0,1);
//gluLookAt(1,1,-1, 0,0,-1, 0,1,0);
glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glClearDepth(1.0);
glGenTextures(1,&texture); // D-EVUELVE UN ID DE TEXTURA LIBRE- Se Crea una textura OpenGL
glBindTexture(GL_TEXTURE_2D,texture); // -TEXTURA ACTIVA- Se "Ata" la nueva textura : Todas las futuras funciones de texturas van a modificar esta textura
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); // CONDICIONES EN QUE SE VA A APLICAR -MODULATE- o -REPLACE-
}
void Tiempo(void)
{
// sleep( Time ); // SEGUNDOS
usleep( Time ); // MICRO SEGUNDOS
glutPostRedisplay();
}
void Superman()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, SUPERMAN.bytes_per_pixel, SUPERMAN.width,
SUPERMAN.height,GL_RGB, GL_UNSIGNED_BYTE, SUPERMAN.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Batman()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, BATMAN.bytes_per_pixel, BATMAN.width,
BATMAN.height,GL_RGB, GL_UNSIGNED_BYTE, BATMAN.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Tigre()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, TIGRE.bytes_per_pixel, TIGRE.width,
TIGRE.height,GL_RGB, GL_UNSIGNED_BYTE, TIGRE.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(1.0f, -1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Hulk()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, HULK.bytes_per_pixel, HULK.width,
HULK.height,GL_RGB, GL_UNSIGNED_BYTE, HULK.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Maravilla()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, MARAVILLA.bytes_per_pixel, MARAVILLA.width,
MARAVILLA.height,GL_RGB, GL_UNSIGNED_BYTE, MARAVILLA.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Ironman()
{
gluBuild2DMipmaps( GL_TEXTURE_2D, IRONMAN.bytes_per_pixel, IRONMAN.width,
IRONMAN.height,GL_RGB, GL_UNSIGNED_BYTE, IRONMAN.pixel_data );
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2d(0.0, 1.0); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2d(1.0, 1.0); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2d(1.0, 0.0); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
/*
00 10
01 11
*/
void Dibuja(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
PintaEjes( ); Gradua( );
glPushMatrix();
ANG = ( ANG == 360 ) ? 0 : ANG+10;
glRotatef(ANG, 0.0f, 0.0f, 1.0f);
glRotatef(60, 1.0f, 0.0f, 1.0f); glTranslatef(1, 1, 1);
Superman(); Tigre(); Batman(); Hulk(); Maravilla(); Ironman();
glPopMatrix();
glFlush();
//glutSwapBuffers();
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(700,100);
glutInitWindowSize(650,650);
glutCreateWindow("USO DE TEXTURAS ... ");
Inicializa();
glutDisplayFunc(Dibuja);
glutIdleFunc(Tiempo);
glutMainLoop();
}