/* 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(); }