/* USO DE: TEXTURAS */
#include <stdio.h>
#include <GL/glut.h>
#include <unistd.h>
#include "Batman.c"
float Time; // (Time)Retardo
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); glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-8.0,8.0, -8.0,8.0, -7.0,7.0);
Time = (float)800000;
glMatrixMode(GL_MODELVIEW);
gluLookAt(-1,-1,1, 2,2,-1, 0,0,1);
//gluLookAt(1,1,-1, 0,0,-1, 0,1,0);
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_REPLACE ); // CONDICIONES EN QUE SE VA A APLICAR -MODULATE-
gluBuild2DMipmaps( GL_TEXTURE_2D, gimp_image.bytes_per_pixel,
gimp_image.width, gimp_image.height,GL_RGB, GL_UNSIGNED_BYTE,
gimp_image.pixel_data );
glEnable(GL_TEXTURE_2D);
}
void Tiempo(void)
{
// sleep( Time ); // SEGUNDOS
usleep( Time ); // MICRO SEGUNDOS
//glutPostRedisplay();
}
void Dibuja(void)
{
int texture;
glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT);
PintaEjes( ); Gradua( );
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2d(-0.15,1.0); glVertex3f(-2.0f, 2.0f, 0.0f);
glTexCoord2d(0.85,1.0); glVertex3f(2.0f, 2.0f, 0.0f);
glTexCoord2d(0.85,0.0); glVertex3f(2.0f, 2.0f, 4.0f);
glTexCoord2d(-0.15,0.0); glVertex3f(-2.0f, 2.0f, 4.0f);
glEnd();
/* glBegin(GL_LINES);
glVertex3f(-4.0f, -1.0f, 0.0f); glVertex3f(4.0f, -1.0f, 0.0f);
glVertex3f(4.0f, -1.0f, 0.0f); glVertex3f(4.0f, -1.0f, 4.0f);
glVertex3f(4.0f, -1.0f, 4.0f); glVertex3f(-4.0f, -1.0f, 4.0f);
glVertex3f(-4.0f, -1.0f, 4.0f); glVertex3f(-4.0f, -1.0f, 0.0f);
glEnd();
*/
glFlush();
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(700,100);
glutInitWindowSize(650,650);
glutCreateWindow("USO DE TEXTURAS ... ");
Inicializa();
glutDisplayFunc(Dibuja);
glutIdleFunc(Tiempo);
glutMainLoop();
}