EJEM_03_02.c



/*     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();
}