最終更新: mikk_ni3_92 2007年11月26日(月) 10:21:58履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> ウィンドウのキャプチャとテクスチャ
#include <cstdio>
#include <iostream>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
inline void DRAW_SQU();
inline void CREATE_IMAGE();
void LOAD_TEXTURE(char *data);
using namespace std;
/*****[テクスチャ関連]*****/
GLuint texture[1];
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslated(0,1,0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
glutSolidSphere(0.5,20,20);
glPopMatrix();
CREATE_IMAGE();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPushMatrix();
glTranslated(2,0,0);
DRAW_SQU();
glPopMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
inline void CREATE_IMAGE()
{
static bool Image_Load = true;
if(Image_Load==true)
{
char *data;
data = new char[glutGet(GLUT_WINDOW_WIDTH)*glutGet( GLUT_WINDOW_HEIGHT)*3];
LOAD_TEXTURE(data);
delete [] data;
Image_Load =false;
}
}
void LOAD_TEXTURE(char *data)
{
glReadPixels(0,0, glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT),
GL_RGB,GL_UNSIGNED_BYTE,data);
/******* テクスチャ作成 ****************/
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3,glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT), GL_RGB,GL_UNSIGNED_BYTE, data);
}
inline void DRAW_SQU()
{
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 1.0);
glVertex2d(-1,1);
glTexCoord2d(0.0, 0.0);
glVertex2d(-1,-1);
glTexCoord2d(1.0, 0.0);
glVertex2d(1,-1);
glTexCoord2d(1.0, 1.0);
glVertex2d(1,1);
glEnd();
glDisable(GL_TEXTURE_2D);
}
#include <cstdio>
#include <iostream>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
inline void DRAW_SQU();
inline void CREATE_IMAGE();
void LOAD_TEXTURE(char *data);
using namespace std;
/*****[テクスチャ関連]*****/
GLuint texture[1];
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslated(0,1,0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
glutSolidSphere(0.5,20,20);
glPopMatrix();
CREATE_IMAGE();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPushMatrix();
glTranslated(2,0,0);
DRAW_SQU();
glPopMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
inline void CREATE_IMAGE()
{
static bool Image_Load = true;
if(Image_Load==true)
{
char *data;
data = new char[glutGet(GLUT_WINDOW_WIDTH)*glutGet( GLUT_WINDOW_HEIGHT)*3];
LOAD_TEXTURE(data);
delete [] data;
Image_Load =false;
}
}
void LOAD_TEXTURE(char *data)
{
glReadPixels(0,0, glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT),
GL_RGB,GL_UNSIGNED_BYTE,data);
/******* テクスチャ作成 ****************/
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3,glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT), GL_RGB,GL_UNSIGNED_BYTE, data);
}
inline void DRAW_SQU()
{
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 1.0);
glVertex2d(-1,1);
glTexCoord2d(0.0, 0.0);
glVertex2d(-1,-1);
glTexCoord2d(1.0, 0.0);
glVertex2d(1,-1);
glTexCoord2d(1.0, 1.0);
glVertex2d(1,1);
glEnd();
glDisable(GL_TEXTURE_2D);
}