Rabu, 20 November 2013

TUGAS GRAFKOM < kubus > KELOMPOK




//PROGRAM UTAMA
#include <iostream>
#include <stdlib.h>
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "imageloader.h"
using namespace std;
const float BOX_SIZE = 7.0f; //Panjang tiap sisi kubus
float _angle = 1;            //Rotasi terhadap box
GLuint _textureId;           //ID OpenGL untuk tekstur
GLuint _textureId2;
GLuint _textureId3;
GLuint _textureId4;
GLuint _textureId5;
GLuint _textureId6;
void handleKeypress(unsigned char key, int x, int y) {
    switch (key) {
        case 27:             //Tekan Escape untuk EXIT
            exit(0);
    }
}
//Membuat gambar menjadi tekstur kemudian berikan ID pada tekstur
GLuint loadTexture(Image* image) {
    GLuint textureId;
    glGenTextures(1, &textureId);
    glBindTexture(GL_TEXTURE_2D, textureId);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
    return textureId;
}
void initRendering() {
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
   
    Image* image = loadBMP("julian3a.bmp");
    Image* image2 = loadBMP("mamaa.bmp");
    Image* image3 = loadBMP("yonatana.bmp");
    Image* image4 = loadBMP("juliana.bmp");
    Image* image5 = loadBMP("julian2a.bmp");
    Image* image6 = loadBMP("idoa.bmp");
    _textureId = loadTexture(image);
    _textureId2 = loadTexture(image2);
    _textureId3 = loadTexture(image3);
    _textureId4 = loadTexture(image4);
    _textureId5 = loadTexture(image5);
        _textureId6 = loadTexture(image6);
    delete image;
}
void handleResize(int w, int h) {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40.0, (float)w / (float)h, 20.0, 100.0);
}
void drawScene() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
   
    glTranslatef(0.0f, 0.0f, -30.0f);
   
    GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
   
    GLfloat lightColor[] = {0.7f, 0.7f, 0.7f, 1.0f};
    GLfloat lightPos[] = {-2 * BOX_SIZE, BOX_SIZE, 4 * BOX_SIZE, 1.0f};
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
   
    glRotatef(-_angle, 30.0f, 40.0f, 20.0f);
   
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    //Sisi atas
    glTexCoord2f(0.0f, 0.0f);
    glNormal3f(0.0, 1.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glEnd();
   
    //glBegin(GL_QUADS);
   
 
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId2);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    //Sisi bawah
    glTexCoord2f(0.0f, 0.0f);
    glNormal3f(0.0, -1.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glEnd();
   
    //Sisi kiri
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId3);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glNormal3f(-1.0, 0.0f, 0.0f);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glEnd();
   
    //Sisi kanan
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId4);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glNormal3f(1.0, 0.0f, 0.0f);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glEnd();
   
    //Sisi depan
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId5);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glNormal3f(0.0, 0.0f, 1.0f);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
    glEnd();
    //Sisi belakang
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId6);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glNormal3f(0.0, 0.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
   
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glutSwapBuffers();
}
//Panggil setiap 25ms
void update(int value) {
    _angle += 1.0f;
    if (_angle > 360) {
        _angle -= 360;
    }
    glutPostRedisplay();
    glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(400, 400);
   
    glutCreateWindow("Julian||Eido");
    initRendering();
   
    glutDisplayFunc(drawScene);
    glutKeyboardFunc(handleKeypress);
    glutReshapeFunc(handleResize);
    glutTimerFunc(25, update, 0);
   
    glutMainLoop();
    return 0;
}


// KELAS IMAGELOADER
#include <assert.h>
#include <fstream>
#include "imageloader.h"

using namespace std;

Image::Image(char* ps, int w, int h) : pixels(ps), width(w), height(h) {
  
}

Image::~Image() {
    delete[] pixels;
}

namespace {
    //Konversi 4 buah karakter ke integer, menggunakan bentuk little-endian
    int toInt(const char* bytes) {
        return (int)(((unsigned char)bytes[3] << 24) |
                     ((unsigned char)bytes[2] << 16) |
                     ((unsigned char)bytes[1] << 8) |
                     (unsigned char)bytes[0]);
    }
  
    //Konversi 2 buah karakter ke integer, menggunakan bentuk little-endian
    short toShort(const char* bytes) {
        return (short)(((unsigned char)bytes[1] << 8) |
                       (unsigned char)bytes[0]);
    }
  
    //Membaca 4 byte selanjutnya sebagai integer, menggunakan bentuk little-endian
    int readInt(ifstream &input) {
        char buffer[4];
        input.read(buffer, 4);
        return toInt(buffer);
    }
  
    short readShort(ifstream &input) {
        char buffer[2];
        input.read(buffer, 2);
        return toShort(buffer);
    }
  
    template<class T>
    class auto_array {
        private:
            T* array;
            mutable bool isReleased;
        public:
            explicit auto_array(T* array_ = NULL) :
                array(array_), isReleased(false) {
            }
          
            auto_array(const auto_array<T> &aarray) {
                array = aarray.array;
                isReleased = aarray.isReleased;
                aarray.isReleased = true;
            }
          
            ~auto_array() {
                if (!isReleased && array != NULL) {
                    delete[] array;
                }
            }
          
            T* get() const {
                return array;
            }
          
            T &operator*() const {
                return *array;
            }
          
            void operator=(const auto_array<T> &aarray) {
                if (!isReleased && array != NULL) {
                    delete[] array;
                }
                array = aarray.array;
                isReleased = aarray.isReleased;
                aarray.isReleased = true;
            }
          
            T* operator->() const {
                return array;
            }
          
            T* release() {
                isReleased = true;
                return array;
            }
          
            void reset(T* array_ = NULL) {
                if (!isReleased && array != NULL) {
                    delete[] array;
                }
                array = array_;
            }
          
            T* operator+(int i) {
                return array + i;
            }
          
            T &operator[](int i) {
                return array[i];
            }
    };
}

Image* loadBMP(const char* filename) {
    ifstream input;
    input.open(filename, ifstream::binary);
    assert(!input.fail() || !"File tidak ditemukan!!!");
    char buffer[2];
    input.read(buffer, 2);
    assert(buffer[0] == 'B' && buffer[1] == 'M' || !"Bukan file bitmap!!!");
    input.ignore(8);
    int dataOffset = readInt(input);
  
    int headerSize = readInt(input);
    int width;
    int height;
    switch(headerSize) {
        case 40:
            width = readInt(input);
            height = readInt(input);
            input.ignore(2);
            assert(readShort(input) == 24 || !"Gambar tidak 24 bits per pixel!");
            assert(readShort(input) == 0 || !"Gambar dikompres!");
            break;
        case 12:
            width = readShort(input);
            height = readShort(input);
            input.ignore(2);
            assert(readShort(input) == 24 || !"Gambar tidak 24 bits per pixel!");
            break;
        case 64:
            assert(!"Tidak dapat mengambil OS/2 V2 bitmaps");
            break;
        case 108:
            assert(!"Tidak dapat mengambil Windows V4 bitmaps");
            break;
        case 124:
            assert(!"Tidak dapat mengambil Windows V5 bitmaps");
            break;
        default:
            assert(!"Format bitmap ini tidak diketahui!");
    }
  
    //Membaca data
    int bytesPerRow = ((width * 3 + 3) / 4) * 4 - (width * 3 % 4);
    int size = bytesPerRow * height;
    auto_array<char> pixels(new char[size]);
    input.seekg(dataOffset, ios_base::beg);
    input.read(pixels.get(), size);
  
    //Mengambil data yang mempunyai format benar
    auto_array<char> pixels2(new char[width * height * 3]);
    for(int y = 0; y < height; y++) {
        for(int x = 0; x < width; x++) {
            for(int c = 0; c < 3; c++) {
                pixels2[3 * (width * y + x) + c] =
                    pixels[bytesPerRow * y + 3 * x + (2 - c)];
            }
        }
    }
  
    input.close();
    return new Image(pixels2.release(), width, height);
}