I have a square that I want to texture. I tried, but it doesn''t texturize. Here is my code:
Main.cpp
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "Utility.h"
bool Fullscreen = false;
struct
{
float x, y, z, rx, ry, rz;
}Camera;
// Don''t display console window in MSVC++
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")
GLuint Texture;
void DeleteTextures(void)
{
glDeleteTextures(1, &Texture);
}
void Render(void)
{
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(Camera.x, Camera.y, Camera.z);
glBindTexture(GL_TEXTURE_2D, Texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glutSwapBuffers();
}
void IdleFunc(void)
{
if (Fullscreen)
glutFullScreen();
Render();
}
void StartupGL(void)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
Texture = CreateTextureFromRAW("H:\\sample.raw", 64, 64);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
}
void SetupPerspective(int w, int h)
{
if (h == 0) // Prevent divide by 0 errors
h = 1;
float ratio = 1.0 * w/h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45, ratio, 1, 285);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, -5.0, 0.0, 0.0, 0.0, 0.0f, 1.0f, 0.0f);
}
void KeyboardProc(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
exit(0);
}
}
void SpecialKeys(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP:
Camera.z+=0.1f;
break;
case GLUT_KEY_DOWN:
Camera.z-=0.1f;
break;
case GLUT_KEY_LEFT:
Camera.ry--;
break;
case GLUT_KEY_RIGHT:
Camera.ry++;
break;
case GLUT_KEY_HOME:
Camera.y-=0.1f;
break;
case GLUT_KEY_END:
Camera.y+=0.1f;
break;
case GLUT_KEY_INSERT:
Camera.x+=0.1f;
break;
case GLUT_KEY_PAGE_UP:
Camera.x-=0.1f;
break;
case GLUT_KEY_F12:
Fullscreen = true;
break;
}
}
int main(int argc, char **argv)
{
srand(time(NULL));
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(250, 250);
glutInitWindowPosition(-1, -1);
glutCreateWindow("Billboarding Demo");
StartupGL();
glutDisplayFunc(Render);
glutIdleFunc(IdleFunc);
glutReshapeFunc(SetupPerspective);
glutKeyboardFunc(KeyboardProc);
glutSpecialFunc(SpecialKeys);
atexit(DeleteTextures);
glutMainLoop();
return 0;
}
Utility.cpp
#include "Utility.h"
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
GLuint CreateTextureFromRAW(char *filename, GLuint width, GLuint height)
{
GLuint TexID;
glGenTextures(1, &TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLbyte *ImageData;
FILE *ImageHandle;
ImageData = new GLbyte[width*height*3];
ImageHandle = fopen(filename, "rb");
fread(ImageData, width*height*3, 1, ImageHandle);
fclose(ImageHandle);
gluBuild2DMipmaps(GL_TEXTURE_2D, 6, width, height, GL_RGB,
GL_UNSIGNED_BYTE, ImageData);
delete[] ImageData;
return TexID;
}
GLuint CreateTextureFromBTF(char *filename)
{
GLuint TexID;
glGenTextures(1, &TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLbyte *ImageData;
FILE *ImageHandle;
char width[3], height[3];
ImageHandle = fopen(filename, "rb");
fread(&width, 3, 1, ImageHandle);
fread(&height, 3, 1, ImageHandle);
ImageData = new GLbyte[atoi(width)*atoi(height)*3];
fread(ImageData, atoi(width)*atoi(height)*3, 1, ImageHandle);
fclose(ImageHandle);
gluBuild2DMipmaps(GL_TEXTURE_2D, 6, atoi(width), atoi(height),
GL_RGB, GL_UNSIGNED_BYTE, ImageData);
delete[] ImageData;
return TexID;
}
All utility.h is is two prototypes from CreateTextureFromRAW and CreateTextureFromBTF.