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#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <gl/glut.h> 
#include <math.h> 
#include <stdio.h>
#include <iostream>
using namespace std;                           
 
GLfloat xrot=0.9f, yrot=0.8f, zrot=1.0f;
unsigned int MyTextureObject[1];
AUX_RGBImageRec *pTextureImage[1]; //텍스쳐 저장 공간을 가리키는 포인터   
 
void MyReshape(int w, int h){                      
    glViewport(0,0,w,h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40.0, (GLfloat)w/(GLfloat)h, 1.0, 100.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
 
void MyDisplay( ){                             
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glBindTexture(GL_TEXTURE_2D, MyTextureObject[0]);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);  //앞면
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  //뒷면
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);  //윗면
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  //아랫면
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);  //우측면
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  //좌측면
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glEnd();
    glutSwapBuffers();
}
 
void MyTimer(int Value){                           
    glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glRotatef(zrot,0.0f,0.0f,1.0f);
    glutPostRedisplay( );
    glutTimerFunc(50, MyTimer, 1);
}
 
AUX_RGBImageRec * LoadBMP(char *szFilename){               
    FILE * pFile = NULL;
    if(!szFilename){
        return NULL;
    }
    pFile = fopen(szFilename,"r");
    if(pFile){
        fclose(pFile);
        return auxDIBImageLoad(szFilename);      //파일로부터 메모리로  
    }
    return NULL;
}
 
int LoadGLTextures(char * szFilePath){       //파일을 로드하고 텍스쳐로 변환
    int Status = FALSE;
    glClearColor(0.0, 0.0, 0.0, 0.5);
    memset(pTextureImage, 0, sizeof(void *)*1);        //포인터를 널로       
                        //비트맵을 로드하고 오류확인
    if (pTextureImage[0]=LoadBMP(szFilePath)){             
        Status=TRUE;                //상태 플랙을 True로
        glGenTextures(1, &MyTextureObject[0]);  //텍스쳐 생성
        glBindTexture(GL_TEXTURE_2D, MyTextureObject[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, 3, pTextureImage[0]->sizeX, pTextureImage[0]->sizeY,
                    0, GL_RGB, GL_UNSIGNED_BYTE, pTextureImage[0]->data);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glEnable(GL_TEXTURE_2D);
    }
    if (pTextureImage[0]){                  //텍스쳐가 존재하면    
        if (pTextureImage[0]->data){     //텍스쳐 영상이 존재하면     
            free(pTextureImage[0]->data);    //텍스쳐 영상공간 반납
        }
        free(pTextureImage[0]);             //텍스쳐 반납           
    }
    return Status;
}
 
void main(int argc, char * argv[ ]){                       
    if(argc <= 1){
        printf("\n%s\n\n","Usage : TextureDLG3_Consol.exe [BMPFileName.bmp]");
        exit(1);
    }
    else if(argc > 2){
        printf("\nToo Many Arguments!\nArgument is Only one\n");
        exit(1);
    }
    else{
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
        glutCreateWindow("OpenGL Sample Program");
        glutDisplayFunc(MyDisplay);
        glutReshapeFunc(MyReshape);
        glutTimerFunc(500,MyTimer,1);
        if(LoadGLTextures(argv[1])){
            glEnable(GL_TEXTURE_2D);
            glShadeModel(GL_SMOOTH);
            glClearDepth(1.0);
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_LEQUAL);
            glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
            glutMainLoop( );
        }
    }
}
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