kembali lagi... hari ini kita akan belajar OpenGL dengan codeBlock C++. langsung saja kita buat projeknya.
Untuk bisa membuat projek seperti diatas anda harus menyiapkan beberapa hal dalam penyetingan di komoputer anda yang berkaitan dengan openGL. diantaranya yaitu :
- Open GL download disini : View openGL
- CodeBlock setting dengan openGL caranya lihat disini: view
- buka codeblock dan buat projek baru caranya dapat dilihat disini : view
- copy semua sourcode yang tersedia di blog ini.
silahkan copy contoh program dibawah ini ke projek yang anda buat. adapun sourcode yang akan anda coba adalah sebagai berikut.
#include <stdlib.h>
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#include <math.h>
#define GL_CLAMP_TO_EDGE 0x812F
//speed
static GLfloat move = -100, height = 200, position=height, v=0, a=-2; //v: velocity, a: acceleration
#define NUM_TEXTURES 2
GLuint textureObjects[NUM_TEXTURES];
const char *szTextureFiles[] = {"Wood.tga", "worldmap.tga"};
#pragma pack(1)
typedef struct
{
GLbyte identsize; // Size of ID field that follows header (0)
GLbyte colorMapType; // 0 = None, 1 = paletted
GLbyte imageType; // 0 = none, 1 = indexed, 2 = rgb, 3 = grey, +8=rle
unsigned short colorMapStart; // First colour map entry
unsigned short colorMapLength; // Number of colors
unsigned char colorMapBits; // bits per palette entry
unsigned short xstart; // image x origin
unsigned short ystart; // image y origin
unsigned short width; // width in pixels
unsigned short height; // height in pixels
GLbyte bits; // bits per pixel (8 16, 24, 32)
GLbyte descriptor; // image descriptor
} TGAHEADER;
#pragma pack(8)
////////////////////////////////////////////////////////////////////
// Capture the current viewport and save it as a targa file.
// Be sure and call SwapBuffers for double buffered contexts or
// glFinish for single buffered contexts before calling this function.
// Returns 0 if an error occurs, or 1 on success.
GLint gltWriteTGA(const char *szFileName)
{
FILE *pFile; // File pointer
TGAHEADER tgaHeader; // TGA file header
unsigned long lImageSize; // Size in bytes of image
GLbyte *pBits = NULL; // Pointer to bits
GLint iViewport[4]; // Viewport in pixels
GLenum lastBuffer; // Storage for the current read buffer setting
// Get the viewport dimensions
glGetIntegerv(GL_VIEWPORT, iViewport);
// How big is the image going to be (targas are tightly packed)
lImageSize = iViewport[2] * 3 * iViewport[3];
// Allocate block. If this doesn't work, go home
pBits = (GLbyte *)malloc(lImageSize);
if(pBits == NULL)
return 0;
// Read bits from color buffer
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
// Get the current read buffer setting and save it. Switch to
// the front buffer and do the read operation. Finally, restore
// the read buffer state
glGetIntegerv(GL_READ_BUFFER, (GLint *)&lastBuffer);
glReadBuffer(GL_FRONT);
glReadBuffer(lastBuffer);
// Initialize the Targa header
tgaHeader.identsize = 0;
tgaHeader.colorMapType = 0;
tgaHeader.imageType = 2;
tgaHeader.colorMapStart = 0;
tgaHeader.colorMapLength = 0;
tgaHeader.colorMapBits = 0;
tgaHeader.xstart = 0;
tgaHeader.ystart = 0;
tgaHeader.width = iViewport[2];
tgaHeader.height = iViewport[3];
tgaHeader.bits = 24;
tgaHeader.descriptor = 0;
// Attempt to open the file
pFile = fopen(szFileName, "wb");
if(pFile == NULL)
{
free(pBits); // Free buffer and return error
return 0;
}
// Write the header
fwrite(&tgaHeader, sizeof(TGAHEADER), 1, pFile);
// Write the image data
fwrite(pBits, lImageSize, 1, pFile);
// Free temporary buffer and close the file
free(pBits);
fclose(pFile);
// Success!
return 1;
}
////////////////////////////////////////////////////////////////////
// Allocate memory and load targa bits. Returns pointer to new buffer,
// height, and width of texture, and the OpenGL format of data.
// Call free() on buffer when finished!
// This only works on pretty vanilla targas... 8, 24, or 32 bit color
// only, no palettes, no RLE encoding.
GLbyte *gltLoadTGA(const char *szFileName, GLint *iWidth, GLint *iHeight, GLint *iComponents, GLenum *eFormat)
{
FILE *pFile; // File pointer
TGAHEADER tgaHeader; // TGA file header
unsigned long lImageSize; // Size in bytes of image
short sDepth; // Pixel depth;
GLbyte *pBits = NULL; // Pointer to bits
// Default/Failed values
*iWidth = 0;
*iHeight = 0;
*iComponents = GL_RGB8;
// Attempt to open the file
pFile = fopen(szFileName, "rb");
if(pFile == NULL)
return NULL;
// Read in header (binary)
fread(&tgaHeader, 18/* sizeof(TGAHEADER)*/, 1, pFile);
// Get width, height, and depth of texture
*iWidth = tgaHeader.width;
*iHeight = tgaHeader.height;
sDepth = tgaHeader.bits / 8;
// Put some validity checks here. Very simply, I only understand
// or care about 8, 24, or 32 bit targa's.
if(tgaHeader.bits != 8 && tgaHeader.bits != 24 && tgaHeader.bits != 32)
return NULL;
// Calculate size of image buffer
lImageSize = tgaHeader.width * tgaHeader.height * sDepth;
// Allocate memory and check for success
pBits = (GLbyte*)malloc(lImageSize * sizeof(GLbyte));
if(pBits == NULL)
return NULL;
// Read in the bits
// Check for read error. This should catch RLE or other
// weird formats that I don't want to recognize
if(fread(pBits, lImageSize, 1, pFile) != 1)
{
free(pBits);
return NULL;
}
// Set OpenGL format expected
switch(sDepth)
{
case 3: // Most likely case
*iComponents = GL_RGB8;
break;
case 4:
*iComponents = GL_RGBA8;
break;
case 1:
*eFormat = GL_LUMINANCE;
*iComponents = GL_LUMINANCE8;
break;
};
// Done with File
fclose(pFile);
// Return pointer to image data
return pBits;
}
// For best results, put this in a display list
// Draw a sphere at the origin
void gltDrawSphere(GLfloat fRadius, GLint iSlices, GLint iStacks)
{
GLfloat drho = (GLfloat)(3.141592653589) / (GLfloat) iStacks;
GLfloat dtheta = 2.0f * (GLfloat)(3.141592653589) / (GLfloat) iSlices;
GLfloat ds = 1.0f / (GLfloat) iSlices;
GLfloat dt = 1.0f / (GLfloat) iStacks;
GLfloat t = 1.0f;
GLfloat s = 0.0f;
GLint i, j; // Looping variables
for (i = 0; i < iStacks; i++)
{
GLfloat rho = (GLfloat)i * drho;
GLfloat srho = (GLfloat)(sin(rho));
GLfloat crho = (GLfloat)(cos(rho));
GLfloat srhodrho = (GLfloat)(sin(rho + drho));
GLfloat crhodrho = (GLfloat)(cos(rho + drho));
// Many sources of OpenGL sphere drawing code uses a triangle fan
// for the caps of the sphere. This however introduces texturing
// artifacts at the poles on some OpenGL implementations
glBegin(GL_TRIANGLE_STRIP);
s = 0.0f;
for ( j = 0; j <= iSlices; j++)
{
GLfloat theta = (j == iSlices) ? 0.0f : j * dtheta;
GLfloat stheta = (GLfloat)(-sin(theta));
GLfloat ctheta = (GLfloat)(cos(theta));
GLfloat x = stheta * srho;
GLfloat y = ctheta * srho;
GLfloat z = crho;
glTexCoord2f(s, t);
glNormal3f(x, y, z);
glVertex3f(x * fRadius, y * fRadius, z * fRadius);
x = stheta * srhodrho;
y = ctheta * srhodrho;
z = crhodrho;
glTexCoord2f(s, t - dt);
s += ds;
glNormal3f(x, y, z);
glVertex3f(x * fRadius, y * fRadius, z * fRadius);
}
glEnd();
t -= dt;
}
}
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
/*******************************************************************************************/
void drawball(void)
{
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, textureObjects[1]);
glRotatef(-90, 0.0f, 1.0f, 0.0f);
gltDrawSphere(10, 26, 13);
glPopMatrix();
}
/*******************************************************************************************/
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********************************************************************************/
//the ball's move
v = v+a; position = position + v; move = move - a/1.9;
if(position < 0) v = -v;
if(position < -10) {position = -10; v = 0; a=0;}
/********************************************************************************/
//draw the ball :)
glPushMatrix();
glColor3ub(255, 255, 255);
glTranslatef(move, position, 0.0f);
glRotatef(v*3, 0.0f, 1.0f, 1.0f); //the ball rotation
drawball();
glPopMatrix();
/************************************************************************************/
//floor
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, textureObjects[0]);
glTranslatef(0.0f,-26.0f, 0.0f);
glScalef(20.0f, 0.30f, 1.0f);
gltDrawSphere(20, 26, 13);
glPopMatrix();
// Show the image
glutSwapBuffers();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
int i;
GLfloat lightPos[] = { -50.f, 50.0f, 100.0f, 1.0f };
//GLfloat lightPos[] = { -100.f, 100.0f, 50.0f, 1.0f };
GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 0.0f };
GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glEnable(GL_LIGHTING); //tambahan buat lightning,,
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_COLOR_MATERIAL); // give color to surface
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
glMateriali(GL_FRONT_AND_BACK,GL_SHININESS,128); // give shininess effect
// White background
glClearColor(0.6230f, 0.713f, 0.803f, 1.0f ); //159;182;205
// Set up texture maps
glEnable(GL_TEXTURE_2D);
glGenTextures(NUM_TEXTURES, textureObjects);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for(i = 0; i < NUM_TEXTURES; i++)
{
GLbyte *pBytes;
GLint iWidth, iHeight, iComponents;
GLenum eFormat;
glBindTexture(GL_TEXTURE_2D, textureObjects[i]);
// Load this texture map
pBytes = gltLoadTGA(szTextureFiles[i], &iWidth, &iHeight, &iComponents, &eFormat);
gluBuild2DMipmaps(GL_TEXTURE_2D, iComponents, iWidth, iHeight, eFormat, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
void TimerFunc(int value)
{
glutPostRedisplay();
glutTimerFunc(100, TimerFunc, 1);
}
void ChangeSize(int w, int h)
{
GLfloat nRange = 110.0f;
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, -80.0f, 0.0f);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow(".:OpenGL - Bouncing Ball:.");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutTimerFunc(500, TimerFunc, 1);
SetupRC();
glutMainLoop();
return 0;
}
kemudian compile program dengan menekena f9.... dan ini dia hasilnya...
efek dari animasi ini adalah bola memantul-matul. demikian sekilas tentang tutorialnya semoga bermanfaat dan selamat mencoba... terimakasih sudah berkunjung semoga ilmunya bermanfaat. jangan lupa komen bila projeknya gagal dan juga berhasil supaya dapat diperbaiki. terimakasih..
Daftar Pustaka
- https://primastutidewi.wordpress.com/2008/12/30/contoh-sederhana-opengl/
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