Texture.cpp
From Immersive Visualization Lab Wiki
#include <stdlib.h> #include <stdio.h> #include <GL/glut.h> /* Try uncommenting this include line to compile on Max OSX #include <GLUT/glut.h> */ #include <math.h> // include math functions, such as sin, cos, M_PI #include <iostream> // allow c++ style console printouts using namespace std; // allow console printouts without std:: /*! GLUT display callback function */ void display(void); /*! GLUT window reshape callback function */ void reshape(int, int); /*! GLUT idle callback function */ void idle(); /** Load a ppm file from disk. @input filename The location of the PPM file. If the file is not found, an error message will be printed and this function will return 0 @input width This will be modified to contain the width of the loaded image, or 0 if file not found @input height This will be modified to contain the height of the loaded image, or 0 if file not found @return Returns the RGB pixel data as interleaved unsigned chars (R0 G0 B0 R1 G1 B1 R2 G2 B2 .... etc) or 0 if an error ocured **/ unsigned char* loadPPM(const char* filename, int& width, int& height) { const int BUFSIZE = 128; FILE* fp; unsigned int read; unsigned char* rawData; char buf[3][BUFSIZE]; char* retval_fgets; size_t retval_sscanf; if ( (fp=fopen(filename, "rb")) == NULL) { std::cerr << "error reading ppm file, could not locate " << filename << std::endl; width = 0; height = 0; return NULL; } // Read magic number: retval_fgets = fgets(buf[0], BUFSIZE, fp); // Read width and height: do { retval_fgets=fgets(buf[0], BUFSIZE, fp); } while (buf[0][0] == '#'); retval_sscanf=sscanf(buf[0], "%s %s", buf[1], buf[2]); width = atoi(buf[1]); height = atoi(buf[2]); // Read maxval: do { retval_fgets=fgets(buf[0], BUFSIZE, fp); } while (buf[0][0] == '#'); // Read image data: rawData = new unsigned char[width * height * 3]; read = fread(rawData, width * height * 3, 1, fp); fclose(fp); if (read != 1) { std::cerr << "error parsing ppm file, incomplete data" << std::endl; delete[] rawData; width = 0; height = 0; return NULL; } return rawData; } // initialize OpenGL state void initGL() { glEnable(GL_TEXTURE_2D); // enable texture mapping glShadeModel(GL_SMOOTH); // enable smooth shading glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // black background glClearDepth(1.0f); // depth buffer setup glEnable(GL_DEPTH_TEST); // enables depth testing glDepthFunc(GL_LEQUAL); // configure depth testing glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // really nice perspective calculations } // load image file into texture object void loadTexture() { GLuint texture[1]; // storage for one texture int twidth, theight; // texture width/height [pixels] unsigned char* tdata; // texture pixel data // Load image file tdata = loadPPM("image.ppm", twidth, theight); if (tdata==NULL) return; // Create ID for texture glGenTextures(1, &texture[0]); // Set this texture to be the one we are working with glBindTexture(GL_TEXTURE_2D, texture[0]); // Generate the texture glTexImage2D(GL_TEXTURE_2D, 0, 3, twidth, theight, 0, GL_RGB, GL_UNSIGNED_BYTE, tdata); // Set bi-linear filtering for both minification and magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } int main(int argc, char** argv) { glutInit(&argc, argv); /* set the window size to 512 x 512 */ glutInitWindowSize(512, 512); /* set the display mode to Red, Green, Blue and Alpha allocate a depth buffer enable double buffering */ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); /* create the window */ glutCreateWindow("Texturing Example"); /* set the glut display callback function this is the function GLUT will call every time the window needs to be drawn */ glutDisplayFunc(display); /* set the glut reshape callback function this is the function GLUT will call whenever the window is resized, including when it is first created */ glutReshapeFunc(reshape); glutIdleFunc(idle); loadTexture(); initGL(); /* enter the main event loop so that GLUT can process all of the window event messages */ glutMainLoop(); return 0; } /*! glut display callback function. Every time the window needs to be drawn, glut will call this function. This includes when the window size changes, or when another window covering part of this window is moved so this window is uncovered. */ void display() { cerr << "display callback" << endl; /* clear the color buffer (resets everything to black) */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* draw quad, takes 4 vertices */ glBegin(GL_QUADS); // set the current drawing color to white to use original texture colors glColor3f(1, 1, 1); // specify texture coordinates for each vertex // note that textures are stored "upside down" glTexCoord2f(0, 1); glVertex3f(-2, -1, 0); glTexCoord2f(1, 1); glVertex3f(2, -1, 0); glTexCoord2f(1, 0); glVertex3f(2, 1, 0); glTexCoord2f(0, 0); glVertex3f(-2, 1, 0); /* tell OpenGL we're done drawing quads */ glEnd(); /* swap the back and front buffers so we can see what we just drew */ glutSwapBuffers(); } /*! glut reshape callback function. GLUT calls this function whenever the window is resized, including the first time it is created. You can use variables to keep track the current window size. */ void reshape(int width, int height) { cerr << "reshape callback" << endl; /* tell OpenGL we want to display in a recangle that is the same size as the window */ glViewport(0,0,width,height); /* switch to the projection matrix */ glMatrixMode(GL_PROJECTION); /* clear the projection matrix */ glLoadIdentity(); /* set the camera view, orthographic projection with 4x4 unit square canvas*/ glOrtho(-2,2,-2,2,2,-2); /* switch back to the model view matrix */ glMatrixMode(GL_MODELVIEW); } /* Gets called whenever computer doesn't have anything else to do */ void idle() { cerr << "idle callback" << endl; display(); // call display callback, useful for animation }