sorry.
I put the wrong source. this is the correct.
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <GL/glext.h> //libreria para glTextImage3D
#include <math.h>
#include <stdio.h>
PFNGLTEXIMAGE3DPROC glTexImage3D;
float imax=0,valor;
GLfloat angle = 0.0;
//coordenadas de la textura
void Cuadro (void) {
glBegin (GL_QUADS);
//glTexCoord3d(0.0,0.0,0.0); glVertex3d(-2.5,-1.5,0.0);
// glTexCoord3d(0.0,1.0,0.0); glVertex3d(+2.5,-1.5,0.0);
// glTexCoord3d(1.0,1.0,0.0); glVertex3d(+2.5,+1.5,0.0);
// glTexCoord3d(1.0,0.0,0.0); glVertex3d(-2.5,+1.5,0.0);
// Frente
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.0f, -2.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.0f, -2.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.0f, 2.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.0f, 2.0f, 1.0f);
// parte de Atras
glNormal3f( 0.0f, 0.0f,-1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.0f, -2.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.0f, 2.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.0f, 2.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.0f, -2.0f, -1.0f);
// Arriba
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.0f, 2.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.0f, 2.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.0f, 2.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.0f, 2.0f, -1.0f);
// Abajo
glNormal3f( 0.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.0f, -2.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.0f, -2.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.0f, -2.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.0f, -2.0f, 1.0f);
// lado Derecho
glNormal3f( 1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.0f, -2.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.0f, 2.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.0f, 2.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.0f, -2.0f, 1.0f);
// Lado Izquierdo
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.0f, -2.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.0f, -2.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.0f, 2.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.0f, 2.0f, -1.0f);
glEnd();
glEnd();
}
//coordenadas de la textura
//tamaño de la textura
#define widthImagen 256
#define heigthImagen 256
#define depthImagen 512
GLuint texture;
GLfloat data[widthImagenheigthImagendepthImagen];
//angulos de rotacion
GLfloat rotx = 0.0;
GLfloat roty = 0.0;
GLfloat rotz = 0.0;
//cargar una imagen en formato RAW
void CargaImagen(char fileName)
{
int i;
float norm;
FILE file;
float size;
size=widthImagenheigthImagendepthImagen;
file=fopen(fileName,“rb”);
if (file==NULL)
{ printf("Error fichero
"); exit(1); }
fread(&data,sizeof(float) ,size, file);
//obtener el valor maximo en la imagen
for (i =0; i <size; i++) {
valor=data[i];
//printf("
%f",valor);
if(valor > imax)
imax = valor;
}
for (i = 0; i <size; i++) {
norm=data[i];
data[i] = norm/imax;
}
fclose(file);
}
//parametros de la fuente de luz y del material de la
//superficie
void initlights(void)
{
GLfloat ambient[] = {0.5, 0.5, 0.5, 1.0};
GLfloat position[] = {0.0, 0.0, 1.0, 0.0};
GLfloat mat_diffuse[] = {0.9, 0.9, 0.9, 1.0};
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {100.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
}
//dibuja la superficie
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_MODELVIEW_MATRIX );
glLoadIdentity();
glPushMatrix();
glTranslated(0.0, 0.0, -12.0);
glRotatef(rotx, 1.0, 0.0, 0.0);
glRotatef(roty, 0.0, 1.0, 0.0);
glRotatef(rotz, 0.0, 0.0, 1.0);
Cuadro();
//printf(“maximo =%f”,imax);
glPopMatrix();
glFlush();
}
void init(void)
{
//carga la textura
glClearColor(0.05f, 0.2f, 0.4f, 1.0f);
glTexImage3D = (PFNGLTEXIMAGE3DPROC) wglGetProcAddress(“glTexImage3D”);
if (glTexImage3D == NULL) {
printf("Error in line %d: Couldn’t load glTexImage3D function. Aborting.
", LINE);
}
glEnable(GL_TEXTURE_3D);
glEnable(GL_DEPTH_TEST);
CargaImagen(“C:\RatH0006_05.dat”);
glGenTextures( 1, &texture ); //generate the texture with the loaded data
glBindTexture( GL_TEXTURE_3D, texture ); //bind the texture to it’s array
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_MODULATE ); //set texture environment parameters
glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexImage3D(GL_TEXTURE_3D, //Specifies the target texture.
0, //Specifies the level-of-detail number
4, //Specifies the number of color components in the texture.
widthImagen, // Specifies the width of the texture image including the border if any.
heigthImagen, // Specifies the height of the texture image including the border if any
depthImagen,
0, //Specifies the width of the border
GL_LUMINANCE, //Specifies the format of the pixel data
GL_FLOAT, // Specifies the data type of the pixel data.
&data); // Specifies a pointer to the image data in memory.
}
void reshape(int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(18, (GLfloat) w/(GLfloat) h, 1.0, 50.0);
glMatrixMode (GL_MODELVIEW);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case ‘x’:
case ‘X’:
rotx = rotx - 10.0f;
glutPostRedisplay();
break;
case ‘s’:
case ‘S’:
rotx = rotx + 10.0f;
glutPostRedisplay();
break;
case ‘y’:
case ‘Y’:
roty = roty + 10.0f;
glutPostRedisplay();
break;
case ‘t’:
case ‘T’:
roty = roty - 10.0f;
glutPostRedisplay();
break;
case ‘a’:
case ‘A’:
rotz = rotz - 10.0f;
glutPostRedisplay();
break;
case ‘z’:
case ‘Z’:
rotz = rotz + 10.0f;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (700, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (“Proyeccion y1”);
init ();
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}