📄 main.cpp
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#define WIN32_LEAN_AND_MEAN // trim the excess fat from Windows
/*******************************************************************
* Program: Chapter 8 Texture Example 1: Rotating, Textured Cube
* OpenGL Game Programming
* Author: Kevin Hawkins
* Description: Displays a rotating, texture mapped cube.
********************************************************************/
////// Defines
#define BITMAP_ID 0x4D42 // the universal bitmap ID
////// Includes
#include <windows.h> // standard Windows app include
#include <stdio.h>
#include <stdlib.h>
#include <gl/gl.h> // standard OpenGL include
#include <gl/glu.h> // OpenGL utilties
////// Global Variables
HDC g_HDC; // global device context
bool fullScreen = false; // true = fullscreen; false = windowed
bool keyPressed[256]; // holds true for keys that are pressed
float angle = 0.0f; // rotation angle
////// Texture Information
BITMAPINFOHEADER bitmapInfoHeader; // bitmap info header
unsigned char* bitmapData; // the texture data
unsigned int texture; // the texture object
// LoadBitmapFile
// desc: Returns a pointer to the bitmap image of the bitmap specified
// by filename. Also returns the bitmap header information.
// No support for 8-bit bitmaps.
unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader)
{
FILE *filePtr; // the file pointer
BITMAPFILEHEADER bitmapFileHeader; // bitmap file header
unsigned char *bitmapImage; // bitmap image data
int imageIdx = 0; // image index counter
unsigned char tempRGB; // swap variable
// open filename in "read binary" mode
filePtr = fopen(filename, "rb");
if (filePtr == NULL)
return NULL;
// read the bitmap file header
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
// verify that this is a bitmap by checking for the universal bitmap id
if (bitmapFileHeader.bfType != BITMAP_ID)
{
fclose(filePtr);
return NULL;
}
// read the bitmap information header
fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);
// move file pointer to beginning of bitmap data
fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);
// allocate enough memory for the bitmap image data
bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);
// verify memory allocation
if (!bitmapImage)
{
free(bitmapImage);
fclose(filePtr);
return NULL;
}
// read in the bitmap image data
fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);
// make sure bitmap image data was read
if (bitmapImage == NULL)
{
fclose(filePtr);
return NULL;
}
// swap the R and B values to get RGB since the bitmap color format is in BGR
for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx+=3)
{
tempRGB = bitmapImage[imageIdx];
bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
bitmapImage[imageIdx + 2] = tempRGB;
}
// close the file and return the bitmap image data
fclose(filePtr);
return bitmapImage;
}
// WriteBitmapFile()
// desc: takes image data and saves it into a 24-bit RGB .BMP file
// with width X height dimensions
int WriteBitmapFile(char *filename, int width, int height, unsigned char *imageData)
{
FILE *filePtr; // file pointer
BITMAPFILEHEADER bitmapFileHeader; // bitmap file header
BITMAPINFOHEADER bitmapInfoHeader; // bitmap info header
int imageIdx; // used for swapping RGB->BGR
unsigned char tempRGB; // used for swapping
// open file for writing binary mode
filePtr = fopen(filename, "wb");
if (!filePtr)
return 0;
// define the bitmap file header
bitmapFileHeader.bfSize = sizeof(BITMAPFILEHEADER);
bitmapFileHeader.bfType = 0x4D42;
bitmapFileHeader.bfReserved1 = 0;
bitmapFileHeader.bfReserved2 = 0;
bitmapFileHeader.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
// define the bitmap information header
bitmapInfoHeader.biSize = sizeof(BITMAPINFOHEADER);
bitmapInfoHeader.biPlanes = 1;
bitmapInfoHeader.biBitCount = 24; // 24-bit
bitmapInfoHeader.biCompression = BI_RGB; // no compression
bitmapInfoHeader.biSizeImage = width * abs(height) * 3; // width * height * (RGB bytes)
bitmapInfoHeader.biXPelsPerMeter = 0;
bitmapInfoHeader.biYPelsPerMeter = 0;
bitmapInfoHeader.biClrUsed = 0;
bitmapInfoHeader.biClrImportant = 0;
bitmapInfoHeader.biWidth = width; // bitmap width
bitmapInfoHeader.biHeight = height; // bitmap height
// switch the image data from RGB to BGR
for (imageIdx = 0; imageIdx < bitmapInfoHeader.biSizeImage; imageIdx+=3)
{
tempRGB = imageData[imageIdx];
imageData[imageIdx] = imageData[imageIdx + 2];
imageData[imageIdx + 2] = tempRGB;
}
// write the bitmap file header
fwrite(&bitmapFileHeader, 1, sizeof(BITMAPFILEHEADER), filePtr);
// write the bitmap info header
fwrite(&bitmapInfoHeader, 1, sizeof(BITMAPINFOHEADER), filePtr);
// write the image data
fwrite(imageData, 1, bitmapInfoHeader.biSizeImage, filePtr);
// close our file
fclose(filePtr);
return 1;
}
// DrawTextureCube
// desc: draws a cube at the specified location in
// the current coordinate space
void DrawTextureCube(float xPos, float yPos, float zPos)
{
glPushMatrix();
glTranslatef(xPos, yPos, zPos);
glBegin(GL_QUADS); // top face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
glBegin(GL_QUADS); // front face
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glEnd();
glBegin(GL_QUADS); // right face
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glEnd();
glBegin(GL_QUADS); // left face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glEnd();
glBegin(GL_QUADS); // bottom face
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glEnd();
glBegin(GL_QUADS); // back face
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
glPopMatrix();
}
// Initialize
// desc: initializes OpenGL
void Initialize()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // clear to black
glShadeModel(GL_SMOOTH); // use smooth shading
glEnable(GL_DEPTH_TEST); // hidden surface removal
glEnable(GL_CULL_FACE); // do not calculate inside of poly's
glFrontFace(GL_CCW); // counter clock-wise polygons are out
glEnable(GL_TEXTURE_2D); // enable 2D texturing
// load our bitmap file
bitmapData = LoadBitmapFile("checker.bmp", &bitmapInfoHeader);
glGenTextures(1, &texture); // generate texture object
glBindTexture(GL_TEXTURE_2D, texture); // enable our texture object
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// generate the texture image
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
}
// Render
// desc: handles drawing of scene
void Render()
{
// clear screen and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -3.0f); // perform transformations
glRotatef(angle, 1.0f, 0.0f, 0.0f); // place cube at (0,-3) and rotate it
glRotatef(angle, 0.0f, 1.0f, 0.0f);
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