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c++ Perspective-correct.cpp
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#ifdef WIN32 | |
#include <windows.h> | |
#endif | |
#include <stdlib.h> | |
#include <iostream> | |
#include <fstream> | |
#include "GLShader.hpp" | |
#ifdef __APPLE__ | |
#include <GLUT/glut.h> | |
#include <OpenGL/gl.h> | |
#include <OpenGL/glu.h> | |
#else | |
#include <GL/glut.h> | |
#include <GL/glu.h> | |
#include <GL/gl.h> | |
#endif | |
using namespace std; | |
void menuCallback(int); | |
void setCamera(void); | |
void drawScene(void); | |
static int win = 0; | |
//static GLuint textureId = 0; | |
static unsigned int texture[2]; | |
// Struct of bitmap file. | |
struct BitMapFile | |
{ | |
int sizeX; | |
int sizeY; | |
unsigned char *data; | |
}; | |
// Routine to read a bitmap file. | |
// Works only for uncompressed bmp files of 24-bit color. | |
BitMapFile *getBMPData(string filename) | |
{ | |
BitMapFile *bmp = new BitMapFile; | |
unsigned int size, offset, headerSize; | |
// Read input file name. | |
ifstream infile(filename.c_str(), ios::binary); | |
// Get the starting point of the image data. | |
infile.seekg(10); | |
infile.read((char *) &offset, 4); | |
// Get the header size of the bitmap. | |
infile.read((char *) &headerSize,4); | |
// Get width and height values in the bitmap header. | |
infile.seekg(18); | |
infile.read( (char *) &bmp->sizeX, 4); | |
infile.read( (char *) &bmp->sizeY, 4); | |
// Allocate buffer for the image. | |
size = bmp->sizeX * bmp->sizeY * 24; | |
bmp->data = new unsigned char[size]; | |
// Read bitmap data. | |
infile.seekg(offset); | |
infile.read((char *) bmp->data , size); | |
return bmp; | |
} | |
// Load external textures. | |
void loadExternalTextures() | |
{ | |
// Local storage for bmp image data. | |
BitMapFile *image[1]; | |
// Load the texture. | |
image[0] = getBMPData("lego.bmp"); | |
// Activate texture index texture[0]. | |
glBindTexture(GL_TEXTURE_2D, texture[0]); | |
// Set texture parameters for wrapping. | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |
// Set texture parameters for filtering. | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
// Specify an image as the texture to be bound with the currently active texture index. | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image[0]->sizeX, image[0]->sizeY, 0, | |
GL_RGB, GL_UNSIGNED_BYTE, image[0]->data); | |
} | |
void loadShaders() | |
{ | |
GLuint program = LoadShader("vertex.vs", "fragment.frag"); | |
glUseProgram(program); | |
} | |
void display() | |
{ | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
glMatrixMode(GL_MODELVIEW); | |
glLoadIdentity(); | |
glPushMatrix(); | |
glTranslatef(0.0f, 10.0f, 0.0f); | |
glPopMatrix(); | |
setCamera(); | |
drawScene(); | |
glutSwapBuffers(); | |
} | |
void drawScene() | |
{ | |
// Draw Trapezoid (Perspective-correct Problem) | |
glPushMatrix(); | |
glBegin(GL_POLYGON); | |
glTexCoord2f(1,0); | |
glVertex3f(4, 0, -4); | |
glTexCoord2f(1, 1); | |
glVertex3f(2, 4, -4); | |
glTexCoord2f(0, 1); | |
glVertex3f(-2, 4, -4); | |
glTexCoord2f(0,0); | |
glVertex3f(-4, 0, -4); | |
glEnd(); | |
glPopMatrix(); | |
} | |
void idle() | |
{ | |
glutPostRedisplay(); | |
} | |
void setCamera() | |
{ | |
glTranslatef(0.0f,-0.75f, -2.0f); | |
glRotatef(0.0f, 0.0f, 1.0f, 0.0f); | |
} | |
void CreateGlutWindow() | |
{ | |
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); | |
glutInitWindowPosition (10, 10); | |
glutInitWindowSize (512, 512); | |
win = glutCreateWindow ("Comas, Daniel"); | |
} | |
void CreateGlutCallbacks() | |
{ | |
glutDisplayFunc(display); | |
glutIdleFunc(idle); | |
} | |
void InitOpenGL() | |
{ | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
gluPerspective(90.0, 1.0, 0.1, 100); | |
glMatrixMode(GL_MODELVIEW); | |
glEnable(GL_DEPTH_TEST); | |
loadShaders(); | |
loadExternalTextures(); | |
//textureId = loadTexture("lego.bmp"); | |
//glBindTexture (GL_TEXTURE_2D, textureId); | |
glEnable(GL_NORMALIZE); | |
glShadeModel(GL_SMOOTH); | |
glEnable(GL_LIGHTING); | |
glEnable(GL_LIGHT0); | |
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
} | |
void ExitGlut() | |
{ | |
glutDestroyWindow(win); | |
exit(0); | |
} | |
int main (int argc, char **argv) | |
{ | |
glutInit(&argc, argv); | |
CreateGlutWindow(); | |
CreateGlutCallbacks(); | |
InitOpenGL(); | |
glutMainLoop(); | |
ExitGlut(); | |
return 0; | |
} |
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Topic in https://stackoverflow.com/questions/19258310/perspective-correct-trapezoid-2d-opengl-glsl/19326459#19326459