Texture Mapping
Texture Mapping
h>
#include <SOIL/SOIL.h>
#include <math.h>
void loadTexture() {
for (int i = 0; i < 13; i++) {
texture[i] = SOIL_load_OGL_texture(textureFiles[i], SOIL_LOAD_RGBA,
SOIL_CREATE_NEW_ID, 0);
glBindTexture(GL_TEXTURE_2D, texture[i]);
void init() {
glEnable(GL_TEXTURE_2D);
loadTexture();
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glClearDepth(1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0, 0, 0, 1);
}
switch (key) {
case GLUT_KEY_LEFT:
angle -= angleFraction;
vX = sin(angle);
vZ = -cos(angle);
break;
case GLUT_KEY_RIGHT:
angle += angleFraction;
vX = sin(angle);
vZ = -cos(angle);
break;
case GLUT_KEY_UP:
x += vX * moveFraction;
z += vZ * moveFraction;
if (x < 1) {
x = 1;
}
if (z < 1) {
z = 1;
}
if (x > 9) {
x = 9;
}
if (z > 9) {
z = 9;
}
break;
case GLUT_KEY_DOWN:
x -= vX * moveFraction;
z -= vZ * moveFraction;
if (x < 1) {
x = 1;
}
if (z < 1) {
z = 1;
}
if (x > 9) {
x = 9;
}
if (z > 9) {
z = 9;
}
break;
}
}
void initLight() {
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 180);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 128);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDirection);
}
void renderWalls() {
// floor
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0, 8);
glVertex3f(0.0f, 0.0f, 10.0f);
glTexCoord2f(8, 8);
glVertex3f(10.0f, 0.0f, 10.0f);
glTexCoord2f(8, 0);
glVertex3f(10.0f, 0.0f, 0.0f);
glEnd();
// walls
glBindTexture(GL_TEXTURE_2D, texture[3]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// first wall
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0, 1);
glVertex3f(0.0f, 3.0f, 0.0f);
glTexCoord2f(1, 1);
glVertex3f(10.0f, 3.0f, 0.0f);
glTexCoord2f(1, 0);
glVertex3f(10.0f, 0.0f, 0.0f);
glEnd();
// second wall
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(10.0f, 0.0f, 0.0f);
glTexCoord2f(0, 1);
glVertex3f(10.0f, 3.0f, 0.0f);
glTexCoord2f(1, 1);
glVertex3f(10.0f, 3.0f, 10.0f);
glTexCoord2f(1, 0);
glVertex3f(10.0f, 0.0f, 10.0f);
glEnd();
// third wall
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(10.0f, 0.0f, 10.0f);
glTexCoord2f(0, 1);
glVertex3f(10.0f, 3.0f, 10.0f);
glTexCoord2f(1, 1);
glVertex3f(0.0f, 3.0f, 10.0f);
glTexCoord2f(1, 0);
glVertex3f(0.0f, 0.0f, 10.0f);
glEnd();
// fourth wall
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0, 1);
glVertex3f(0.0f, 3.0f, 0.0f);
glTexCoord2f(1, 1);
glVertex3f(0.0f, 3.0f, 10.0f);
glTexCoord2f(1, 0);
glVertex3f(0.0f, 0.0f, 10.0f);
glEnd();
// ceiling
glBindTexture(GL_TEXTURE_2D, texture[7]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0.0f, 3.0f, 0.0f);
glTexCoord2f(0, 1);
glVertex3f(10.0f, 3.0f, 0.0f);
glTexCoord2f(1, 1);
glVertex3f(10.0f, 3.0f, 10.0f);
glTexCoord2f(1, 0);
glVertex3f(0.0f, 3.0f, 10.0f);
glEnd();
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
renderWalls();
glutSwapBuffers();
}
windowWidth = width;
windowHeight = height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
init();
glutDisplayFunc(display);
glutReshapeFunc(changeWindowSize);
glutIdleFunc(display);
glutSpecialFunc(processSpecialKeys);
glutMainLoop();
return 0;
}