Plz need help about redlight!!!!
Hi everybody,
I've followed NeHe's tutorial in order to advance in my project, but I got a problem after lesson 8. Everything's was okay but suddenly, the light became red. I've checked all the parameters and compare with the tutorial, everything's ok, but still got red light. If somebody can helps me pleazzzz....
Here is the code Thankssss
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#include <windows.h> // Header File For Windows
#include <math.h> // Math Library Header File
#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 Library
#include <stdio.h> // Header File For Standard Input/Output ( NEW )
#include <glut.h>
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool blend; // Blending OFF/ON? ( NEW )
bool light; // Lighting ON / OFF
bool lp; // L Pressed?
bool fp; // F Pressed?
bool bp; // B Pressed? ( NEW )
//const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
GLfloat walkbias = 0;
//GLfloat walkbiasangle = 0;
GLfloat xrotobj; // X Rotation
GLfloat yrotobj; // Y Rotation
GLfloat xspeed; // X Rotation Speed
GLfloat yspeed; // Y Rotation Speed
//GLfloat z = -5.0f; // Depth Into The Screen
GLfloat zoom = -7.0f; // Depth Into The Screen
//GLfloat rquad; // Angle For The Quad ( NEW )
GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
/*GLfloat LightAmbient[]= { 0.5, 0.5, 0.5, 1 }; // Ambient Light Values ( NEW )
GLfloat LightDiffuse[]= { 1, 1, 1, 0 }; // Diffuse Light Values ( NEW )
GLfloat LightPosition[]= {0, 0, 2, 1 }; */ // Light Position ( NEW )
//GLuint filter; // Which Filter To Use
GLuint texture[3]; // Storage for 3 textures
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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[3]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ((TextureImage[0]=LoadBMP("mur3.bmp"))&& (TextureImage[1]=LoadBMP("tse.bmp")) && (TextureImage[2]=LoadBMP("sol2.bmp"))) // Load the Light Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(3, &texture[0]); // Create The Texture
/*for (int loop=0; loop<3; loop++) // Loop Through 5 Textures
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}*/
// texture 1
glBindTexture(GL_TEXTURE_2D, texture[0]);
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[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
//texture 2
glBindTexture(GL_TEXTURE_2D, texture[1]);
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[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);
//texture3
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[2]->sizeX, TextureImage[2]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);
for (int loop=0; loop<3; loop++) // Loop Through 5 Textures
{
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 ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE ( NEW )
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One
glColor4f(1.0f,1.0f,1.0f,0.5f); // Full Brightness, 50% Alpha ( NEW ) when blending enabled
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Blending Function For Translucency Based On Source Alpha Value ( NEW )
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 Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0,0,6);
glTranslatef(0.0f, 0.7f, zoom);
//glRotatef(xrotobj,1,0,0);
//glRotatef(yrotobj,0,1,0);
glRotatef(xrot,1,0,1);
glRotatef(yrot,0,1,0);
glRotatef(zrot,0,0,1);
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select A Texture Based On filter
//GLfloat xtrans = -xpos;
//GLfloat ztrans = -zpos;
//GLfloat ytrans = -walkbias-0.25f;
//GLfloat sceneroty = 360.0f - yrot;
//glTranslatef(xtrans, ytrans, ztrans);
glBegin(GL_QUADS); // Start Drawing Quads
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -10.0f, 30.0f); // Point 1 (Front)
glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -10.0f, 30.0f); // Point 2 (Front)
glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f, 10.0f, 30.0f); // Point 3 (Front)
glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f, 10.0f, 30.0f); // Point 4 (Front)
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
glTexCoord2f(1.0f, 0.0f); glVertex3f(-10.0f, -10.0f, -30.0f); // Point 1 (Back)
glTexCoord2f(1.0f, 1.0f); glVertex3f(-10.0f, 10.0f, -30.0f); // Point 2 (Back)
glTexCoord2f(0.0f, 1.0f); glVertex3f( 10.0f, 10.0f, -30.0f); // Point 3 (Back)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 10.0f, -10.0f, -30.0f); // Point 4 (Back)
// Top Face
/*glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Point 1 (Top)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Point 2 (Top)
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Top)
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Point 4 (Top)*/
// Bottom Face
/*glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
glTexCoord2f(1.0f, 1.0f); glVertex3f(-10.0f, -10.0f, -30.0f); // Point 1 (Bottom)
glTexCoord2f(0.0f, 1.0f); glVertex3f( 10.0f, -10.0f, -30.0f); // Point 2 (Bottom)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 10.0f, -10.0f, 30.0f); // Point 3 (Bottom)
glTexCoord2f(1.0f, 0.0f); glVertex3f(-10.0f, -10.0f, 30.0f); // Point 4 (Bottom)*/
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -10.0f, -30.0f); // Point 1 (Right)
glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f, 10.0f, -30.0f); // Point 2 (Right)
glTexCoord2f(0.0f, 1.0f); glVertex3f( 10.0f, 10.0f, 30.0f); // Point 3 (Right)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 10.0f, -10.0f, 30.0f); // Point 4 (Right)
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -10.0f, -30.0f); // Point 1 (Left)
glTexCoord2f(1.0f, 0.0f); glVertex3f(-10.0f, -10.0f, 30.0f); // Point 2 (Left)
glTexCoord2f(1.0f, 1.0f); glVertex3f(-10.0f, 10.0f, 30.0f); // Point 3 (Left)
glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f, 10.0f, -30.0f); // Point 4 (Left)
glEnd(); // Done Drawing A Quad
//Istase
glBindTexture(GL_TEXTURE_2D, texture[2]); // Select Texture 1 (0)
glBegin(GL_QUADS); // Begin Drawing A Quad
glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
glTexCoord2f(1.0f, 1.0f); glVertex3f(-10.0f, -10.0f, -30.0f); // Point 1 (Bottom)
glTexCoord2f(0.0f, 1.0f); glVertex3f( 10.0f, -10.0f, -30.0f); // Point 2 (Bottom)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 10.0f, -10.0f, 30.0f); // Point 3 (Bottom)
glTexCoord2f(1.0f, 0.0f); glVertex3f(-10.0f, -10.0f, 30.0f); // Point 4 (Bottom)
glEnd(); // Done Drawing The Quad
// ISTASE
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f(0.0f, 0.0f); glVertex3f(-5.0f, -5.0f, 29.9f); // Point 1 (Front)
glTexCoord2f(1.0f, 0.0f); glVertex3f( 5.0f, -5.0f, 29.9f); // Point 2 (Front)
glTexCoord2f(1.0f, 1.0f); glVertex3f( 5.0f, 5.0f, 29.9f); // Point 3 (Front)
glTexCoord2f(0.0f, 1.0f); glVertex3f(-5.0f, 5.0f, 29.9f); // Point 4 (Front)
glEnd();
glTranslated(-5,-7.5,-5);
glColor3f(0.6,0,0);
glutSolidSphere(1,20,20);
//xrotobj+=xspeed; // Add xspeed To xrot
//yrotobj+=yspeed; // Add yspeed To yrot
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("NeHe's OpenGL Framework",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) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
if (keys['L'] && !lp) // L Key Being Pressed Not Held?
{
lp=TRUE; // lp Becomes TRUE
light=!light; // Toggle Light TRUE/FALSE
if (!light) // If Not Light
{
glDisable(GL_LIGHTING); // Disable Lighting
}
else // Otherwise
{
glEnable(GL_LIGHTING); // Enable Lighting
}
}
if (!keys['L']) // Has L Key Been Released?
{
lp=FALSE; // If So, lp Becomes FALSE
}
//if (keys['A']) zoom +=0.05f; // 'A' Key Pressed ... Zoom In
//if (keys['Z']) zoom -=0.05f; // 'Z' Key Pressed ... Zoom Out
if (keys[VK_UP]) zoom +=0.05f; // 'A' Key Pressed ... Zoom In
if (keys[VK_DOWN]) zoom -=0.05f; // 'Z' Key Pressed ... Zoom Out
/*if (keys['F'] && !fp) // Is F Key Being Pressed?
{
fp=TRUE; // fp Becomes TRUE
filter+=1; // filter Value Increases By One
if (filter>2) // Is Value Greater Than 2?
{
filter=0; // If So, Set filter To 0
}
}
if (!keys['F']) // Has F Key Been Released?
{
fp=FALSE; // If So, fp Becomes FALSE
}*/
/*if (keys['M']) // Is Page Up Being Pressed?
{
zoom-=0.02f; // If So, Move Into The Screen
}
if (keys['N']) // Is Page Down Being Pressed?
{
zoom+=0.02f; // If So, Move Towards The Viewer
}*/
/*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['B'] && !bp) // Is B Key Pressed And bp FALSE?
{
bp=TRUE; // If So, bp Becomes TRUE
blend = !blend; // Toggle blend TRUE / FALSE
if(blend) // Is blend TRUE?
{
glEnable(GL_BLEND); // Turn Blending On
glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off
}
else // Otherwise
{
glDisable(GL_BLEND); // Turn Blending Off
glEnable(GL_DEPTH_TEST); // Turn Depth Testing On
}
}
if (!keys['B']) // Has B Key Been Released?
{
bp=FALSE; // If So, bp Becomes FALSE
}
}
}
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("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
it's simple, right after you draw all the faces you will find this line
glColor3f(0.6,0,0);
This will set the color to red, thus every thing looks red.
you will have to set the color to white at the beginning of that function for it to work properly.
glColor3f(0.6,0,0);
This will set the color to red, thus every thing looks red.
you will have to set the color to white at the beginning of that function for it to work properly.
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