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World in a text file

Started by January 22, 2004 01:00 PM
19 comments, last by Kheteris 21 years, 1 month ago
Here it is:

#include <windows.h>		// Header File For Windows#include <math.h>			// Math Library Header File#include <stdio.h>			// Header File For Standard Input/Output#include <gl\gl.h>			// Header File For The OpenGL32 Library#include <gl\glu.h>			// Header File For The GLu32 Library#include <gl\glaux.h>		// Header File For The Glaux LibraryHDC			hDC=NULL;		// Private GDI Device ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The Applicationbool	keys[256];			// Array Used For The Keyboard Routinebool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Defaultbool	blend;				// Blending ON/OFFbool	bp;					// B Pressed?bool	fp;					// F Pressed?const float piover180 = 0.0174532925f;float heading;float xpos;float zpos;GLfloat	yrot;				// Y RotationGLfloat walkbias = 0;GLfloat walkbiasangle = 0;GLfloat lookupdown = 0.0f;GLfloat	z=0.0f;				// Depth Into The ScreenGLuint	filter;				// Which Filter To UseGLuint	texture[6];			// Storage For 3 Texturestypedef struct tagVERTEX{	float x, y, z;	float u, v, gfx;} VERTEX;typedef struct tagTRIANGLE{	VERTEX vertex[3];} TRIANGLE;typedef struct tagSECTOR{	int numtriangles;	TRIANGLE* triangle;} SECTOR;SECTOR sector1;				// Our Model Goes Here:LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcvoid readstr(FILE *f,char *string){	do	{		fgets(string, 255, f);	} while ((string[0] == ''/'') || (string[0] == ''\n''));	return;}void SetupWorld(){	float x, y, z, u, v, gfx;	int numtriangles;	FILE *filein;	char oneline[255];	filein = fopen("data/world.txt", "rt");		readstr(filein,oneline);	sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);	sector1.triangle = new TRIANGLE[numtriangles];	sector1.numtriangles = numtriangles;	for (int loop = 0; loop < numtriangles; loop++)	{		for (int vert = 0; vert < 3; vert++)		{			readstr(filein,oneline);			sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);			sector1.triangle[loop].vertex[vert].x = x;			sector1.triangle[loop].vertex[vert].y = y;			sector1.triangle[loop].vertex[vert].z = z;			sector1.triangle[loop].vertex[vert].u = u;			sector1.triangle[loop].vertex[vert].v = v;			sector1.triangle[loop].vertex[vert].gfx = gfx;		}	}	fclose(filein);	return;}AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image{	FILE *File=NULL;									// File Handle	if (!Filename)										// Make Sure A Filename Was Given	{		return NULL;									// If Not Return NULL	}	File=fopen(Filename,"r");							// Check To See If The File Exists	if (File)											// Does The File Exist?	{		fclose(File);									// Close The Handle		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer	}	return NULL;										// If Load Failed Return NULL}int LoadGLTextures()								// Load Bitmaps And Convert To Textures{	int Status=FALSE;							// Status Indicator	AUX_RGBImageRec *TextureImage[2];					// Create Storage Space For The Texture	memset(TextureImage,0,sizeof(void *)*2);  		         	// Set The Pointer To NULL	// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit	if ((TextureImage[0]=LoadBMP("Data/Crate.bmp")) &&		(TextureImage[1]=LoadBMP("Data/Mud.bmp")))	{		Status=TRUE;							// Set The Status To TRUE		glGenTextures(6, &texture[0]);					// Create Three Textures		for (int loop=0; loop<=1; loop++)		{			// Create Nearest Filtered Texture			glBindTexture(GL_TEXTURE_2D, texture[loop]);		// Gen Tex 0 And 1			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);			glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);			// Create Linear Filtered Texture			glBindTexture(GL_TEXTURE_2D, texture[loop+2]);		// Gen Tex 2, 3 And 4			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);			glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);			// Create MipMapped Texture			glBindTexture(GL_TEXTURE_2D, texture[loop+4]);		// Gen Tex 4 and 5			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);			gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);		}		for (loop=0; loop<=1; loop++)		{	        if (TextureImage[loop])						// If Texture Exists		    {			        if (TextureImage[loop]->data)			// If Texture Image Exists				    {					        free(TextureImage[loop]->data);	// Free The Texture Image Memory					}					free(TextureImage[loop]);		// Free The Image Structure			}		}	}	return Status;								// Return The Status}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window{	if (height==0)										// Prevent A Divide By Zero By	{		height=1;										// Making Height Equal One	}	glViewport(0,0,width,height);						// Reset The Current Viewport	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glLoadIdentity();									// Reset The Projection Matrix	// Calculate The Aspect Ratio Of The Window	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glLoadIdentity();									// Reset The Modelview Matrix}int InitGL(GLvoid)										// All Setup For OpenGL Goes Here{	if (!LoadGLTextures())								// Jump To Texture Loading Routine	{		return FALSE;									// If Texture Didn''t Load Return FALSE	}	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations	SetupWorld();	return TRUE;										// Initialization Went OK}int DrawGLScene(GLvoid)									// Here''s Where We Do All The Drawing{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer	glLoadIdentity();									// Reset The View	GLfloat x_m, y_m, z_m, u_m, v_m, gfx_m;	GLfloat xtrans = -xpos;	GLfloat ztrans = -zpos;	GLfloat ytrans = -walkbias-0.25f;	GLfloat sceneroty = 360.0f - yrot;	int numtriangles;	glRotatef(lookupdown,1.0f,0,0);	glRotatef(sceneroty,0,1.0f,0);		glTranslatef(xtrans, ytrans, ztrans);		numtriangles = sector1.numtriangles;		// Process Each Triangle	for (int loop_m = 0; loop_m < numtriangles; loop_m++)	{		glBegin(GL_TRIANGLES);			glNormal3f( 0.0f, 0.0f, 1.0f);			x_m = sector1.triangle[loop_m].vertex[0].x;			y_m = sector1.triangle[loop_m].vertex[0].y;			z_m = sector1.triangle[loop_m].vertex[0].z;			u_m = sector1.triangle[loop_m].vertex[0].u;			v_m = sector1.triangle[loop_m].vertex[0].v;			gfx_m = sector1.triangle[loop_m].vertex[0].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[1].x;			y_m = sector1.triangle[loop_m].vertex[1].y;			z_m = sector1.triangle[loop_m].vertex[1].z;			u_m = sector1.triangle[loop_m].vertex[1].u;			v_m = sector1.triangle[loop_m].vertex[1].v;			gfx_m = sector1.triangle[loop_m].vertex[1].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[2].x;			y_m = sector1.triangle[loop_m].vertex[2].y;			z_m = sector1.triangle[loop_m].vertex[2].z;			u_m = sector1.triangle[loop_m].vertex[2].u;			v_m = sector1.triangle[loop_m].vertex[2].v;			gfx_m = sector1.triangle[loop_m].vertex[2].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);		glEnd();		glBindTexture(GL_TEXTURE_2D, texture[filter]);	}	return TRUE;										// Everything Went OK}


That should be it.

I think it may be related to the making of the array for the textures/storing them in it.
this line:

sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);

Should be:

sscanf(oneline, "%f %f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);

gfx isn''t read.
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Hrmm, I added a %f, it still doesn''t work :/, maybe something else too?

BTW, while we''re add it, what does %f mean?
%f means float (like, get a floating point value from the open file)

I think the variable numtriangles isn't read correctly (file error i think) and is negative. Try making int an unsigned int, this way you'll know for sure it won't loop over a 2 billion times.

[edited by - Tree Penguin on February 2, 2004 3:19:52 PM]
Could you also post your data file please.

By the way - If you are using VisualC++ 7 please, please, please, please find the option in your compiler that switches on standards conformance in for loops. Otherwise, please don''t rely on the nonconformant behaviour:
for (int loop=0; loop<=1; loop++){	//stuff}for (loop=0; loop<=1; loop++){	//stuff} 

should be:
for (int loop=0; loop<=1; loop++){	//stuff}for (int loop=0; loop<=1; loop++){	//stuff} 

or
int loop;for (loop=0; loop<=1; loop++){	//stuff}for (loop=0; loop<=1; loop++){	//stuff} 


The last two versions will work on any standards compliant compiler. The first version only works under VisualC++.

Enigma
I''m using VC++ 6.0

I sent you the Data Files if you haven''t found out.
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The problem was your data file. You had NUMPOLLIES 36 but only defined 23 triangles. So after reading the 23rd triangle the program would go back to read the next one and readstr would loop infintely beacuse there were no more valid lines to real.

Enigma
Ok, thanks a lot guys! It works, sorta, special thanks to Enigma .

However.... the textures were being kind of iffy, when I ran the program, it displayed all of the textures weirdly and, some of them are pure white.

I think it was related to

graphics = sector1.triangle[loop_m].vertex[0].gfx;

So, I sort of fixed it I think, but now I get an error with my glBind - ing. Here''s my loops.
	float graphics;	for (int loop_m = 0; loop_m < numtriangles; loop_m++)	{		glBegin(GL_TRIANGLES);			glNormal3f( 0.0f, 0.0f, 1.0f);			x_m = sector1.triangle[loop_m].vertex[0].x;			y_m = sector1.triangle[loop_m].vertex[0].y;			z_m = sector1.triangle[loop_m].vertex[0].z;			u_m = sector1.triangle[loop_m].vertex[0].u;			v_m = sector1.triangle[loop_m].vertex[0].v;						gfx_m = sector1.triangle[loop_m].vertex[0].gfx;			graphics = sector1.triangle[loop_m].vertex[0].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[1].x;			y_m = sector1.triangle[loop_m].vertex[1].y;			z_m = sector1.triangle[loop_m].vertex[1].z;			u_m = sector1.triangle[loop_m].vertex[1].u;			v_m = sector1.triangle[loop_m].vertex[1].v;			gfx_m = sector1.triangle[loop_m].vertex[1].gfx;			graphics = sector1.triangle[loop_m].vertex[1].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[2].x;			y_m = sector1.triangle[loop_m].vertex[2].y;			z_m = sector1.triangle[loop_m].vertex[2].z;			u_m = sector1.triangle[loop_m].vertex[2].u;			v_m = sector1.triangle[loop_m].vertex[2].v;			gfx_m = sector1.triangle[loop_m].vertex[2].gfx;			graphics = sector1.triangle[loop_m].vertex[2].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);		glEnd();		glBindTexture(GL_TEXTURE_2D, texture[graphics]);   // this must be outside glBegin glEnd	}


Here''s my error:

Compiling...
lesson10.cpp
Z:\Project - Multiple Textures\lesson10.cpp(243) : error C2108: subscript is not of integral type
Z:\Project - Multiple Textures\lesson10.cpp(243) : error C2664: ''glBindTexture'' : cannot convert parameter 2 from ''unsigned int *'' to ''unsigned int''
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
Error executing cl.exe.

^ Anyone know what that means? Heh, I sure dont''.

I believe my problem is with the graphics variable.
The problem is that graphics is a floating point number, but array indices must be of integer type. Is graphics supposed to be the texture to draw with? If so then store it as an integer and read it from the file with %i (or %d) instead of %f. Also, why are you using glTexCoord3f? You''re only binding a 2D texture.

Enigma
Woohoo! It works! Thanks a lot guys... here''s the code if anyone wants it

/* *		This Code Was Created By Lionel Brits & Jeff Molofee 2000 *		A HUGE Thanks To Fredric Echols For Cleaning Up *		And Optimizing The Base Code, Making It More Flexible! *		If You''ve Found This Code Useful, Please Let Me Know. *		Visit My Site At nehe.gamedev.net * *		Edited By Hans Eschen *		Redwood Highschool Feburary 2004 *		Special Thanks To Everyone on NeHe Forum *		Super Special Thanks to Enigma */#include <windows.h>		// Header File For Windows#include <math.h>			// Math Library Header File#include <stdio.h>			// Header File For Standard Input/Output#include <gl\gl.h>			// Header File For The OpenGL32 Library#include <gl\glu.h>			// Header File For The GLu32 Library#include <gl\glaux.h>		// Header File For The Glaux LibraryHDC			hDC=NULL;		// Private GDI Device ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The Applicationbool	keys[256];			// Array Used For The Keyboard Routinebool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Defaultbool	blend;				// Blending ON/OFFbool	bp;					// B Pressed?bool	fp;					// F Pressed?const float piover180 = 0.0174532925f;float heading;float xpos;float zpos;GLfloat	yrot;				// Y RotationGLfloat walkbias = 0;GLfloat walkbiasangle = 0;GLfloat lookupdown = 0.0f;GLfloat	z=0.0f;				// Depth Into The ScreenGLuint	filter;				// Which Filter To UseGLuint	texture[6];			// Storage For 3 Texturestypedef struct tagVERTEX{	float x, y, z;	float u, v, gfx;} VERTEX;typedef struct tagTRIANGLE{	VERTEX vertex[3];} TRIANGLE;typedef struct tagSECTOR{	int numtriangles;	TRIANGLE* triangle;} SECTOR;SECTOR sector1;				// Our Model Goes Here:LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcvoid readstr(FILE *f,char *string){	do	{		fgets(string, 255, f);	} while ((string[0] == ''/'') || (string[0] == ''\n''));	return;}void SetupWorld(){	float x, y, z, u, v, gfx;	int numtriangles;	FILE *filein;	char oneline[255];	filein = fopen("data/world.txt", "rt");		readstr(filein,oneline);	sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);	sector1.triangle = new TRIANGLE[numtriangles];	sector1.numtriangles = numtriangles;	for (int loop = 0; loop < numtriangles; loop++)	{		for (int vert = 0; vert < 3; vert++)		{			readstr(filein,oneline);			sscanf(oneline, "%f %f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);			sector1.triangle[loop].vertex[vert].x = x;			sector1.triangle[loop].vertex[vert].y = y;			sector1.triangle[loop].vertex[vert].z = z;			sector1.triangle[loop].vertex[vert].u = u;			sector1.triangle[loop].vertex[vert].v = v;			sector1.triangle[loop].vertex[vert].gfx = gfx;		}	}	fclose(filein);	return;}AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image{	FILE *File=NULL;									// File Handle	if (!Filename)										// Make Sure A Filename Was Given	{		return NULL;									// If Not Return NULL	}	File=fopen(Filename,"r");							// Check To See If The File Exists	if (File)											// Does The File Exist?	{		fclose(File);									// Close The Handle		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer	}	return NULL;										// If Load Failed Return NULL}int LoadGLTextures()								// Load Bitmaps And Convert To Textures{	int Status=FALSE;							// Status Indicator	AUX_RGBImageRec *TextureImage[2];					// Create Storage Space For The Texture	memset(TextureImage,0,sizeof(void *)*2);  		         	// Set The Pointer To NULL	// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit	if ((TextureImage[0]=LoadBMP("Data/Crate.bmp")) &&		(TextureImage[1]=LoadBMP("Data/Mud.bmp")))	{		Status=TRUE;							// Set The Status To TRUE		glGenTextures(6, &texture[0]);					// Create Three Textures		for (int loop=0; loop<=1; loop++)		{			// Create Nearest Filtered Texture			glBindTexture(GL_TEXTURE_2D, texture[loop]);		// Gen Tex 0 And 1			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);			glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);			// Create Linear Filtered Texture			glBindTexture(GL_TEXTURE_2D, texture[loop+2]);		// Gen Tex 2, 3 And 4			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);			glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);			// Create MipMapped Texture			glBindTexture(GL_TEXTURE_2D, texture[loop+4]);		// Gen Tex 4 and 5			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);			gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,				GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);		}		for (loop=0; loop<=1; loop++)		{	        if (TextureImage[loop])						// If Texture Exists		    {			        if (TextureImage[loop]->data)			// If Texture Image Exists				    {					        free(TextureImage[loop]->data);	// Free The Texture Image Memory					}					free(TextureImage[loop]);		// Free The Image Structure			}		}	}	return Status;								// Return The Status}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window{	if (height==0)										// Prevent A Divide By Zero By	{		height=1;										// Making Height Equal One	}	glViewport(0,0,width,height);						// Reset The Current Viewport	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glLoadIdentity();									// Reset The Projection Matrix	// Calculate The Aspect Ratio Of The Window	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glLoadIdentity();									// Reset The Modelview Matrix}int InitGL(GLvoid)										// All Setup For OpenGL Goes Here{	if (!LoadGLTextures())								// Jump To Texture Loading Routine	{		return FALSE;									// If Texture Didn''t Load Return FALSE	}	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations	SetupWorld();	return TRUE;										// Initialization Went OK}int DrawGLScene(GLvoid)									// Here''s Where We Do All The Drawing{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer	glLoadIdentity();									// Reset The View	GLfloat x_m, y_m, z_m, u_m, v_m, gfx_m;	GLfloat xtrans = -xpos;	GLfloat ztrans = -zpos;	GLfloat ytrans = -walkbias-0.25f;	GLfloat sceneroty = 360.0f - yrot;	int numtriangles;	glRotatef(lookupdown,1.0f,0,0);	glRotatef(sceneroty,0,1.0f,0);		glTranslatef(xtrans, ytrans, ztrans);		numtriangles = sector1.numtriangles;		int graphics;	for (int loop_m = 0; loop_m < numtriangles; loop_m++)	{		glBegin(GL_TRIANGLES);			glNormal3f( 0.0f, 0.0f, 1.0f);			x_m = sector1.triangle[loop_m].vertex[0].x;			y_m = sector1.triangle[loop_m].vertex[0].y;			z_m = sector1.triangle[loop_m].vertex[0].z;			u_m = sector1.triangle[loop_m].vertex[0].u;			v_m = sector1.triangle[loop_m].vertex[0].v;						gfx_m = sector1.triangle[loop_m].vertex[0].gfx;			graphics = (int)sector1.triangle[loop_m].vertex[0].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[1].x;			y_m = sector1.triangle[loop_m].vertex[1].y;			z_m = sector1.triangle[loop_m].vertex[1].z;			u_m = sector1.triangle[loop_m].vertex[1].u;			v_m = sector1.triangle[loop_m].vertex[1].v;			gfx_m = sector1.triangle[loop_m].vertex[1].gfx;			graphics = (int)sector1.triangle[loop_m].vertex[1].gfx;			glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[2].x;			y_m = sector1.triangle[loop_m].vertex[2].y;			z_m = sector1.triangle[loop_m].vertex[2].z;			u_m = sector1.triangle[loop_m].vertex[2].u;			v_m = sector1.triangle[loop_m].vertex[2].v;			gfx_m = sector1.triangle[loop_m].vertex[2].gfx;			graphics = (int)sector1.triangle[loop_m].vertex[2].gfx;			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);		glEnd();		glBindTexture(GL_TEXTURE_2D, texture[graphics]);   // this must be outside glBegin glEnd	}	return TRUE;										// Everything Went OK}GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window{	if (fullscreen)										// Are We In Fullscreen Mode?	{		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop		ShowCursor(TRUE);								// Show Mouse Pointer	}	if (hRC)											// Do We Have A Rendering Context?	{		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?		{			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		}		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?		{			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		}		hRC=NULL;										// Set RC To NULL	}	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC	{		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hDC=NULL;										// Set DC To NULL	}	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?	{		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hWnd=NULL;										// Set hWnd To NULL	}	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class	{		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hInstance=NULL;									// Set hInstance To NULL	}}/*	This Code Creates Our OpenGL Window.  Parameters Are:					* *	title			- Title To Appear At The Top Of The Window				* *	width			- Width Of The GL Window Or Fullscreen Mode				* *	height			- Height Of The GL Window Or Fullscreen Mode			* *	bits			- Number Of Bits To Use For Color (8/16/24/32)			* *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){	GLuint		PixelFormat;			// Holds The Results After Searching For A Match	WNDCLASS	wc;						// Windows Class Structure	DWORD		dwExStyle;				// Window Extended Style	DWORD		dwStyle;				// Window Style	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values	WindowRect.left=(long)0;			// Set Left Value To 0	WindowRect.right=(long)width;		// Set Right Value To Requested Width	WindowRect.top=(long)0;				// Set Top Value To 0	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages	wc.cbClsExtra		= 0;									// No Extra Window Data	wc.cbWndExtra		= 0;									// No Extra Window Data	wc.hInstance		= hInstance;							// Set The Instance	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer	wc.hbrBackground	= NULL;									// No Background Required For GL	wc.lpszMenuName		= NULL;									// We Don''t Want A Menu	wc.lpszClassName	= "OpenGL";								// Set The Class Name	if (!RegisterClass(&wc))									// Attempt To Register The Window Class	{		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;											// Return FALSE	}		if (fullscreen)												// Attempt Fullscreen Mode?	{		DEVMODE dmScreenSettings;								// Device Mode		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory''s Cleared		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)		{			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)			{				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE			}			else			{				// Pop Up A Message Box Letting User Know The Program Is Closing.				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);				return FALSE;									// Return FALSE			}		}	}	if (fullscreen)												// Are We Still In Fullscreen Mode?	{		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style		dwStyle=WS_POPUP;										// Windows Style		ShowCursor(FALSE);										// Hide Mouse Pointer	}	else	{		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style	}	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size	// Create The Window	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window								"OpenGL",							// Class Name								title,								// Window Title								dwStyle |							// Defined Window Style								WS_CLIPSIBLINGS |					// Required Window Style								WS_CLIPCHILDREN,					// Required Window Style								0, 0,								// Window Position								WindowRect.right-WindowRect.left,	// Calculate Window Width								WindowRect.bottom-WindowRect.top,	// Calculate Window Height								NULL,								// No Parent Window								NULL,								// No Menu								hInstance,							// Instance								NULL)))								// Dont Pass Anything To WM_CREATE	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be	{		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor		1,											// Version Number		PFD_DRAW_TO_WINDOW |						// Format Must Support Window		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL		PFD_DOUBLEBUFFER,							// Must Support Double Buffering		PFD_TYPE_RGBA,								// Request An RGBA Format		bits,										// Select Our Color Depth		0, 0, 0, 0, 0, 0,							// Color Bits Ignored		0,											// No Alpha Buffer		0,											// Shift Bit Ignored		0,											// No Accumulation Buffer		0, 0, 0, 0,									// Accumulation Bits Ignored		16,											// 16Bit Z-Buffer (Depth Buffer)  		0,											// No Stencil Buffer		0,											// No Auxiliary Buffer		PFD_MAIN_PLANE,								// Main Drawing Layer		0,											// Reserved		0, 0, 0										// Layer Masks Ignored	};		if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can''t Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can''t Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can''t Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can''t Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can''t Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	ShowWindow(hWnd,SW_SHOW);						// Show The Window	SetForegroundWindow(hWnd);						// Slightly Higher Priority	SetFocus(hWnd);									// Sets Keyboard Focus To The Window	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen	if (!InitGL())									// Initialize Our Newly Created GL Window	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	return TRUE;									// Success}LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window							UINT	uMsg,			// Message For This Window							WPARAM	wParam,			// Additional Message Information							LPARAM	lParam)			// Additional Message Information{	switch (uMsg)									// Check For Windows Messages	{		case WM_ACTIVATE:							// Watch For Window Activate Message		{			if (!HIWORD(wParam))					// Check Minimization State			{				active=TRUE;						// Program Is Active			}			else			{				active=FALSE;						// Program Is No Longer Active			}			return 0;								// Return To The Message Loop		}		case WM_SYSCOMMAND:							// Intercept System Commands		{			switch (wParam)							// Check System Calls			{				case SC_SCREENSAVE:					// Screensaver Trying To Start?				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?				return 0;							// Prevent From Happening			}			break;									// Exit		}		case WM_CLOSE:								// Did We Receive A Close Message?		{			PostQuitMessage(0);						// Send A Quit Message			return 0;								// Jump Back		}		case WM_KEYDOWN:							// Is A Key Being Held Down?		{			keys[wParam] = TRUE;					// If So, Mark It As TRUE			return 0;								// Jump Back		}		case WM_KEYUP:								// Has A Key Been Released?		{			keys[wParam] = FALSE;					// If So, Mark It As FALSE			return 0;								// Jump Back		}		case WM_SIZE:								// Resize The OpenGL Window		{			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height			return 0;								// Jump Back		}	}	// Pass All Unhandled Messages To DefWindowProc	return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance					HINSTANCE	hPrevInstance,		// Previous Instance					LPSTR		lpCmdLine,			// Command Line Parameters					int			nCmdShow)			// Window Show State{	MSG		msg;									// Windows Message Structure	BOOL	done=FALSE;								// Bool Variable To Exit Loop	// Ask The User Which Screen Mode They Prefer//	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)//	{		fullscreen=FALSE;							// Windowed Mode//	}	// Create Our OpenGL Window	if (!CreateGLWindow("Lionel Brits & NeHe''s 3D World Tutorial",640,480,16,fullscreen))	{		return 0;									// Quit If Window Was Not Created	}	while(!done)									// Loop That Runs While done=FALSE	{		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?		{			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?			{				done=TRUE;							// If So done=TRUE			}			else									// If Not, Deal With Window Messages			{				TranslateMessage(&msg);				// Translate The Message				DispatchMessage(&msg);				// Dispatch The Message			}		}		else										// If There Are No Messages		{			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?			{				done=TRUE;							// ESC or DrawGLScene Signalled A Quit			}			else									// Not Time To Quit, Update Screen			{				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)				if (keys[''B''] && !bp)				{					bp=TRUE;					blend=!blend;					if (!blend)					{						glDisable(GL_BLEND);						glEnable(GL_DEPTH_TEST);					}					else					{						glEnable(GL_BLEND);						glDisable(GL_DEPTH_TEST);					}				}				if (!keys[''B''])				{					bp=FALSE;				}				if (keys[''F''] && !fp)				{					fp=TRUE;					filter+=1;					if (filter>2)					{						filter=0;					}				}				if (!keys[''F''])				{					fp=FALSE;				}				if (keys[VK_PRIOR])				{					z-=0.02f;				}				if (keys[VK_NEXT])				{					z+=0.02f;				}				if (keys[VK_UP])				{					xpos -= (float)sin(heading*piover180) * 0.05f;					zpos -= (float)cos(heading*piover180) * 0.05f;					if (walkbiasangle >= 359.0f)					{						walkbiasangle = 0.0f;					}					else					{						walkbiasangle+= 10;					}					walkbias = (float)sin(walkbiasangle * piover180)/20.0f;				}				if (keys[VK_DOWN])				{					xpos += (float)sin(heading*piover180) * 0.05f;					zpos += (float)cos(heading*piover180) * 0.05f;					if (walkbiasangle <= 1.0f)					{						walkbiasangle = 359.0f;					}					else					{						walkbiasangle-= 10;					}					walkbias = (float)sin(walkbiasangle * piover180)/20.0f;				}				if (keys[VK_RIGHT])				{					heading -= 1.0f;					yrot = heading;				}				if (keys[VK_LEFT])				{					heading += 1.0f;						yrot = heading;				}				if (keys[VK_PRIOR])				{					lookupdown-= 1.0f;				}				if (keys[VK_NEXT])				{					lookupdown+= 1.0f;				}				if (keys[VK_F1])						// Is F1 Being Pressed?				{					keys[VK_F1]=FALSE;					// If So Make Key FALSE					KillGLWindow();						// Kill Our Current Window					fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode					// Recreate Our OpenGL Window					if (!CreateGLWindow("Lionel Brits & NeHe''s 3D World Tutorial",640,480,16,fullscreen))					{						return 0;						// Quit If Window Was Not Created					}				}			}		}	}	// Shutdown	KillGLWindow();										// Kill The Window	return (msg.wParam);								// Exit The Program}


In your text file, add a 0.0, 1.0, 2.0 etc etc according to which texture in your array you want to use.

<3

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