Program tidak akan ogut bahas secara detail karena program sangat mirip dengan postingan / contoh-contoh program OpenGL 3D yang sudah ogut bahas sebelumnya.
image hasil contoh program dibawah ini
Di bawah ini adalah listing kode program yang ogut buat dengan menggunakan Dev-C++ versi 4.9.9.2, hasil program bila dijalankan akan tampak seperti gambar di atas.
/**************************
* Includes
*
**************************/
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <stdio.h>
/**************************
* Function Declarations
*
**************************/
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC);
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC);
bool CreateBmpTexture(unsigned int &IDTexture, char *filename);
/**************************
* WinMain
*
**************************/
int WINAPI WinMain (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int iCmdShow)
{
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
unsigned int KulitTeko;
int w = 512, h = 512;
/* register window class */
wc.style = CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "GLSample";
RegisterClass (&wc);
/* create main window */
hWnd = CreateWindow (
"GLSample", "OpenGL Sample",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
0, 0, w, h,
NULL, NULL, hInstance, NULL);
/* enable OpenGL for the window */
EnableOpenGL (hWnd, &hDC, &hRC);
//////////////////////////////////////////////////
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w/(GLfloat)h, 1.0, 1000.0);
//gluPerspective(45.0, 256.0/256.0, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor (1.0, 1.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
//pilihan untuk mengaktifkan penggunaan tekstur
glEnable(GL_TEXTURE_2D);
//load tekstur
if (!CreateBmpTexture(KulitTeko, "BmpFile/logo Dev-C++.bmp"))
return 0;
//////////////////////////////////////////////////
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
}
else
{
/* OpenGL animation code goes here */
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -4.0f);
glRotatef (theta, 0.0f, 1.0f, 1.0f);
//sisi belakang
glBegin (GL_POLYGON);
glTexCoord2f(0.0f, 0.0f );glVertex3f (-0.75f, -0.5f, -0.75f);
glTexCoord2f(1.0f, 0.0f); glVertex3f (0.75f, -0.5f, -0.75f);
glTexCoord2f(1.0f, 1.0f); glVertex3f (0.75f, 0.5f, -0.75f);
glTexCoord2f(0.0f, 1.0f); glVertex3f (-0.75f, 0.5f, -0.75f);
glEnd ();
//sisi depan
glBegin (GL_LINE_LOOP);
glVertex3f (-0.75f, -0.5f, 0.75f);
glVertex3f (0.75f, -0.5f, 0.75f);
glVertex3f (0.75f, 0.5f, 0.75f);
glVertex3f (-0.75f, 0.5f, 0.75f);
glEnd ();
//sisi kiri
glBegin (GL_LINE_LOOP);
glVertex3f (-0.75f, -0.5f, 0.75f);
glVertex3f (-0.75f, -0.5f, -0.75f);
glVertex3f (-0.75f, 0.5f, -0.75f);
glVertex3f (-0.75f, 0.5f, 0.75f);
glEnd ();
//sisi kanan
glBegin (GL_LINE_LOOP);
glVertex3f (0.75f, -0.5f, 0.75f);
glVertex3f (0.75f, -0.5f, -0.75f);
glVertex3f (0.75f, 0.5f, -0.75f);
glVertex3f (0.75f, 0.5f, 0.75f);
glEnd ();
SwapBuffers (hDC);
theta += 1.0f;
Sleep (1);
}
}
/* shutdown OpenGL */
DisableOpenGL (hWnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow (hWnd);
return msg.wParam;
}
/********************
* Window Procedure
*
********************/
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_CLOSE:
PostQuitMessage (0);
return 0;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
return 0;
}
return 0;
default:
return DefWindowProc (hWnd, message, wParam, lParam);
}
}
/*******************
* Enable OpenGL
*
*******************/
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC (hWnd);
/* set the pixel format for the DC */
ZeroMemory (&pfd, sizeof (pfd));
pfd.nSize = sizeof (pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat (*hDC, &pfd);
SetPixelFormat (*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext( *hDC );
wglMakeCurrent( *hDC, *hRC );
}
/******************
* Disable OpenGL
*
******************/
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hRC);
ReleaseDC (hWnd, hDC);
}
bool CreateBmpTexture(unsigned int &IDTexture, char *filename)
{
FILE *pFile = 0;
BITMAPFILEHEADER BmpFileHeader;
BITMAPINFOHEADER BmpInfoHeader;
unsigned char ChangeToRGB = 0;
unsigned char *BmpData;
//open file
pFile = fopen(filename, "rb");
if(pFile == 0)
{
MessageBox(NULL, filename, "File Bmp tidak ditemukan", MB_OK);
return false;
}
//baca data BITMAP FILE HEADER
fread(&BmpFileHeader, sizeof(BITMAPFILEHEADER), 1, pFile);
//periksa bmp ID
if(BmpFileHeader.bfType != 0x4D42)
{
fclose(pFile);
MessageBox(NULL, filename, "Format file bukan Bmp", MB_OK);
return false;
}
//baca data BITMAP INFO HEADER
fread(&BmpInfoHeader, sizeof(BITMAPINFOHEADER), 1, pFile);
//hitung ukuran image bmp 24 bit(3 byte)
if(BmpInfoHeader.biSizeImage == 0)
BmpInfoHeader.biSizeImage = BmpInfoHeader.biWidth * BmpInfoHeader.biHeight * 3;
//pindahkan pointer pembacaan data
fseek(pFile, BmpFileHeader.bfOffBits, SEEK_SET);
//siapkan tempat untuk data
BmpData = (unsigned char*)malloc(BmpInfoHeader.biSizeImage);
if(!BmpData)
{
free(BmpData);
fclose(pFile);
MessageBox(NULL, filename, "Alokasi memory gagal untuk texture", MB_OK);
return false;
}
//baca data image(format BGR)
fread(BmpData, 1, BmpInfoHeader.biSizeImage, pFile);
//file tidak digunakan lagi(tutup)
fclose(pFile);
if(BmpData == 0)
{
MessageBox(NULL, filename, "Gagal membaca data Bmp", MB_OK);
return false;
}
//mengubah dari BGR ke RGB
//================================================
//data asal data akhir
//================================================
//BmpData[0] = B BmpData[0] = R
//BmpData[1] = G BmpData[1] = G
//BmpData[2] = R BmpData[2] = B
// ... ...
// ... ...
// ... ...
//BmpData[i] = B BmpData[i] = R
//BmpData[i+1] = G BmpData[i+1]= G
//BmpData[i+2] = R BmpData[i+2]= B
for(int i = 0; i < (int)BmpInfoHeader.biSizeImage; i += 3)
{
ChangeToRGB = BmpData[i];
BmpData[i] = BmpData[i + 2];
BmpData[i + 2] = ChangeToRGB;
}
//OpenGL generate texture
glGenTextures(1, &IDTexture);
glBindTexture(GL_TEXTURE_2D, IDTexture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
BmpInfoHeader.biWidth,
BmpInfoHeader.biHeight,
GL_RGB, GL_UNSIGNED_BYTE,
BmpData);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
BmpInfoHeader.biWidth,
BmpInfoHeader.biHeight,
0, GL_RGB, GL_UNSIGNED_BYTE,
BmpData);
free(BmpData);
BmpData = 0;
return true;
}
Update 30 Agustus 2016
Bagi rekan yang ingin alternatif lain, ogut sudah mencoba dan menurut ogut compiler Code Blocks lebih baik dari DevCPP. Untuk mempelajari Code Blocks rekan-rekan dapat klik disini. Ogut juga menulis beberapa artikel tentang Code Blocks.
Salam Hangat
Heriady
heriady.yoh@gmail.com
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