본문 바로가기
  • fishing...
  • eating...
MISCELLANEOUSNESS

CG Texture 수업 실습

by 회색뿔 2010. 5. 19.


#include 
#include "glaux.h"
#include 

GLfloat xrot=0.9f, yrot=0.8f, zrot=1.0f;
unsigned int MyTextureObject[1];
AUX_RGBImageRec *pTextureImage[1]; //텍스쳐 저장 공간을 가리키는 포인터    

void MyReshape(int w, int h){						
    glViewport(0,0,w,h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40.0, (GLfloat)w/(GLfloat)h, 1.0, 100.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}

void MyDisplay( ){								
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, MyTextureObject[0]);
    glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	//앞면
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	//뒷면
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	//윗면
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	//아랫면
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	//우측면
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	//좌측면
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glEnd();
    glutSwapBuffers();
}

void MyTimer(int Value){							
	glRotatef(xrot,1.0f,0.0f,0.0f);	glRotatef(yrot,0.0f,1.0f,0.0f);	glRotatef(zrot,0.0f,0.0f,1.0f);
	glutPostRedisplay( );
	glutTimerFunc(50, MyTimer, 1);
}

AUX_RGBImageRec * LoadBMP(char *szFilename){				
    FILE * pFile = NULL;
    if(!szFilename){
        return NULL;
    }
    pFile = fopen(szFilename,"r");
    if(pFile){
        fclose(pFile);
        return auxDIBImageLoad(szFilename);	     //파일로부터 메모리로 	
    }
    return NULL;
}

int LoadGLTextures(char * szFilePath){       //파일을 로드하고 텍스쳐로 변환	
    int Status = FALSE;
    glClearColor(0.0, 0.0, 0.0, 0.5);
    memset(pTextureImage, 0, sizeof(void *)*1);        //포인터를 널로 		
	 					//비트맵을 로드하고 오류확인
    if (pTextureImage[0]=LoadBMP(szFilePath)){				
        Status=TRUE;				//상태 플랙을 True로
        glGenTextures(1, &MyTextureObject[0]);	//텍스쳐 생성
        glBindTexture(GL_TEXTURE_2D, MyTextureObject[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, 3, pTextureImage[0]->sizeX, pTextureImage[0]->sizeY,
                    0, GL_RGB, GL_UNSIGNED_BYTE, pTextureImage[0]->data);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glEnable(GL_TEXTURE_2D);
    }
    if (pTextureImage[0]){					//텍스쳐가 존재하면		
        if (pTextureImage[0]->data){		//텍스쳐 영상이 존재하면		
            free(pTextureImage[0]->data);	//텍스쳐 영상공간 반납
        }
        free(pTextureImage[0]);				//텍스쳐 반납			
    }
    return Status;
}

void main(int argc, char * argv[ ]){						
    if(argc <= 1){
        printf("\n%s\n\n","Usage : TextureDLG3_Consol.exe [BMPFileName.bmp]");
        exit(1);
    }
    else if(argc > 2){
        printf("\nToo Many Arguments!\nArgument is Only one\n");
        exit(1);
    }
    else{
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
        glutCreateWindow("OpenGL Sample Program");
        glutDisplayFunc(MyDisplay);
        glutReshapeFunc(MyReshape);
        glutTimerFunc(500,MyTimer,1);
        if(LoadGLTextures(argv[1])){
            glEnable(GL_TEXTURE_2D);
            glShadeModel(GL_SMOOTH);
            glClearDepth(1.0);
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_LEQUAL);
            glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
            glutMainLoop( );
        }
    }
}

몇가지 작업을 해서 도출해야 합니다.
작업이 어려운건 아니고. 케릭터 집합을 유니코드에서 멀티바이트로 바꾸어 주시던지, 아니면 케스팅을 하시면 되고,
glaux 라이브러리가 설치 되어있지 않다면 glaux.lib를 속성->링크->입력에서 추가를 하시던지 아니면 소스코드 상에서 #pragma를 이용해서 넣어주시면 됩니다.

실습 결과



'MISCELLANEOUSNESS' 카테고리의 다른 글

아이폰 개발 공부하기.  (0) 2010.05.21
OpenGL 지형 렌더링  (10) 2010.05.18
Energy Up HOT6 ix  (6) 2010.05.09