Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- *****Zad1*****
- switch(key)
- {
- case 'a':
- glRotatef(10, 0, 1, 0);
- break;
- case 's':
- glRotatef(10, 1, 0, 0);
- break;
- case 'd':
- glRotatef(-10, 0, 1, 0);
- break;
- case 'w':
- glRotatef(-10, 1, 0, 0);
- break;
- case 'q':
- glRotatef(10, 0, 0, 1);
- break;
- case 'e':
- glRotatef(-10, 0, 0, 1);
- break;
- }
- *****Zad3*****
- void init_texture(void)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- Image *image1 = loadTexture("satin.bmp");
- if (image1 == NULL)
- {
- printf("Image was not returned from loadTexture\n");
- exit(0);
- }
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- // Create Texture
- glGenTextures(2, texture);
- 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);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- //TO DO Task 3
- //add texture from code stored in tex_brick
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 8, 8, 0,
- GL_RGB, GL_UNSIGNED_BYTE, tex_brick);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- //TO DO Task 3
- //add second texture into texture[1] read from file
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- // Create Texture
- //glGenTextures(2, texture);
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,
- GL_RGB, GL_UNSIGNED_BYTE, image1->data);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- free(image1);
- glEnable(GL_TEXTURE_2D);
- glShadeModel(GL_FLAT);
- }
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glPushMatrix();
- //TO DO Task 3
- glTranslatef(4, 0, 0);
- glutSolidTeapot(1.0);
- glPopMatrix();
- //TO DO Task 3
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glPushMatrix();
- //TO DO Task 3
- glTranslatef(-4, 0, 0);
- glutSolidTeapot(1.0);
- glPopMatrix();
- *****Zad4*****
- void init_fog(void)
- {
- glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Fog mode
- glFogfv(GL_FOG_COLOR, fogColor); // Set fog color
- glFogf(GL_FOG_DENSITY, fogDensity); // Density of fog
- glHint(GL_FOG_HINT, GL_DONT_CARE); // kind of creation - pixel or vertex
- glFogf(GL_FOG_START, 1.0f); // length from begin
- glFogf(GL_FOG_END, 5.0f); // length to end
- if (fogOn)
- glEnable(GL_FOG); // Enable GL_FOG
- else
- glDisable(GL_FOG);
- }
- case 'f':
- fogOn = !fogOn;
- init_fog();
- break;
- case ' ':
- fogfilter = fogfilter >= 2 ? 0 : ++fogfilter;
- init_fog();
- break;
- case '+':
- fogDensity += 0.1f;
- init_fog();
- break;
- case '-':
- fogDensity = fogDensity <= 0 ? 0 : fogDensity - 0.1f;
- init_fog();
- break;
- }
- *****Zad5*****
Add Comment
Please, Sign In to add comment