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Morgul

Texture Mapping

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I'm not very good when it comes to texture mapping. I have tried before, and failed. Can someone please tell me what is wrong with this code?
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, bmptextures[0]);
glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(32.0f, 128.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(240.0f, 128.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(240.0f, 336.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(32.0f, 336.0f,  1.0f);
glEnd();
Just in case the problem isn't in there, I am using NeHe's bmp loader, however I have changed some things to make it have arguments so that you can choose which file to load and where it goes, etc. If the problem isn't in the above code, ask and I will post the function for loading bitmaps that I have. Thanks in advance

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Nothing's wrong with that code you posted. It's to do with something else. Post the code you're using to create the texture. Enclose it in <source> ... </source> tags to put it in a nice source code box. Also, did you remember to call glEnable(GL_TEXTURE_2D)?

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Alright then...

The bitmap loader (all parts):


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 LoadBMP(char *filename, GLuint &texid) // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator

AUX_RGBImageRec *TextureImage[1]; // 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(filename))
{
Status=TRUE; // Set The Status To TRUE

glGenTextures(1, &texid); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}

if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}

free(TextureImage[0]); // Free The Image Structure
}

return Status; // Return The Status
}

(Spaces are a little screwed on the above code but im not going to fix them)


My initialization of the texture thing:

GLuint bmptextures[1];


I know that the bmp is in the right place and so on.

Oh yah, for no reason at all but just in case:


if (!LoadBMP("Data/Textures/niobraracross.BMP", bmptextures[0]))
{
return FALSE; // If Texture Didn't Load Return FALSE
}

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It is part of the project and I have it here:


#include <stdlib.h>
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input / Output
#include <stdarg.h> // Header File For Variable Argument Routines
#include <string.h> // Header File For String Management
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glext.h>
#include "glaux.h"
#include "hdandn.hpp"
#include "definitions.hpp"

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Thanks to the nice people on this forum, i now know one thing.....

I believe you need to add "glDisable(GL_TEXTURE_2D);" to the end of your drawing code, otherwise your display will be all messed up.... that problem bothered me for over a week untill i was told to add this code.

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Guest Anonymous Poster
i don't believe you're passing the correct type to your bmp loader.


int LoadBMP(char *filename, GLuint &texid)

GLuint bmptextures[1];

if (!LoadBMP("Data/Textures/niobraracross.BMP", bmptextures[0]))


bmptextures[0] is GLuint and loadBMP is expecting a reference to a GLUint.

try:

if (!LoadBMP("Data/Textures/niobraracross.BMP", &bmptextures[0]))

or just

if (!LoadBMP("Data/Textures/niobraracross.BMP", bmptextures))



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I changed the bmp loading code to:


bool LoadBMP(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File
{
HBITMAP hBMP; // Handle Of The Bitmap
BITMAP BMP; // Bitmap Structure

glGenTextures(1, &texid); // Create The Texture
hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

if (!hBMP) // Does The Bitmap Exist?
return FALSE; // If Not Return False

GetObject(hBMP, sizeof(BMP), &BMP); // Get The Object
// hBMP: Handle To Graphics Object
// sizeof(BMP): Size Of Buffer For Object Information
// &BMP: Buffer For Object Information

glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel Storage Mode (Word Alignment / 4 Bytes)

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter
glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

DeleteObject(hBMP); // Delete The Object

return TRUE; // Loading Was Successful
}



It still doesn't work. This is more nehe stuff.

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Define "failed". Polygon isn't drawn? Polygon is drawn but not textured? Polygon is drawn but with wrong texture? Polygon is drawn but with corrupted texture?

Some issues that might be causing this problem: Do you have texturing enabled? Do you have a valid OpenGL context at the point where you create the texture? Is your texture Power-Of-Two sized?

Oh, and AP was wrong about the references thing. You don't need to take the address of the variable when using references, only when using pointers (and you should prefer to use references where possible).

Enigma

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I get a white square but no texture.

I know texturing is enabled because I have used tga files to successfully write text to the screen.

The texture is not a power of two, that is probably the issue. However, it is not easily changed to a power of two. I'll look into it.



Edit ------

The power of two thing isn't it, I got a new picture and made it 128 * 256, and it still doesn't work.

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Simply pad the texture to the next highest power of two and adjust your texture coordinates. Since you're using linear filtering you'll probably want to smear the last pixels into the padded area, i.e.:

+-----+       +--------+
|RGBRG|       |RGBRGG  |
|BRGBR|  -->  |BRGBRR  |
|GBRGB|       |GBRGBB  |
+-----+       |GBRGBB  |
              +--------+


Enigma

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Here is the source code for my main page, minus one function. I have the definitions for windows/buttons in another header along with another header that contains definitions for the TextureImage structure and and some other things. I also have one resource. This main source has all my OpenGL coding. Much of it is from NeHe; I had originally written my own using the tutorials on his site but there was an error in it somewhere that I couldn't find and I gave up.

Some of the tabs are screwed up from the copy/paste.


#include <stdlib.h>
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input / Output
#include <stdarg.h> // Header File For Variable Argument Routines
#include <string.h> // Header File For String Management
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glext.h>
#include "hdandn.hpp"
#include "definitions.hpp"

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handles
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 ismenu = true;

int titlepos = 1;
int mouse_x;
int mouse_y;
int menumainover = 0;
int menunum = 1;

char mstrservermsg[2048];
WORD sockVersion;
WSADATA wsaData;
int iResult;
SOCKET m_socket;

GLuint base; // Base Display List For The Font

TextureImage textures[2]; // Storage For One Texture
GLuint bmptextures[1];

bool LoadTGA(TextureImage *texture, char *filename) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

FILE *file = fopen(filename, "rb"); // Open The TGA File

if( file==NULL || // Does File Even Exist?
fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are There 12 Bytes To Read?
memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
fread(header,1,sizeof(header),file)!=sizeof(header)) // If So Read Next 6 Header Bytes
{
if (file == NULL) // Did The File Even Exist? *Added Jim Strong*
return false; // Return False
else
{
fclose(file); // If Anything Failed, Close The File
MessageBox(0, "Texture Failure", "Error!", MB_OK | MB_TOPMOST | MB_SETFOREGROUND);
return false; // Return False
}
}

texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)

if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
texture->height <=0 || // Is The Height Less Than Or Equal To Zero
(header[4]!=24 && header[4]!=32)) // Is The TGA 24 or 32 Bit?
{
fclose(file); // If Anything Failed, Close The File
return false; // Return False
}

texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data

texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data

if( texture->imageData==NULL || // Does The Storage Memory Exist?
fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
{
if(texture->imageData!=NULL) // Was Image Data Loaded
free(texture->imageData); // If So, Release The Image Data

fclose(file); // Close The File
return false; // Return False
}

for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel) // Loop Through The Image Data
{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}

fclose (file); // Close The File

// Build A Texture From The Data
glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs

glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered

if (texture[0].bpp==24) // Was The TGA 24 Bits
{
type=GL_RGB; // If So Set The 'type' To GL_RGB
}

glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);

return true; // Texture Building Went Ok, Return True
}

bool LoadBMP(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File
{
HBITMAP hBMP; // Handle Of The Bitmap
BITMAP BMP; // Bitmap Structure

glGenTextures(1, &texid); // Create The Texture
hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

if (!hBMP) // Does The Bitmap Exist?
return FALSE; // If Not Return False

GetObject(hBMP, sizeof(BMP), &BMP); // Get The Object
// hBMP: Handle To Graphics Object
// sizeof(BMP): Size Of Buffer For Object Information
// &BMP: Buffer For Object Information

glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel Storage Mode (Word Alignment / 4 Bytes)

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter
glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

DeleteObject(hBMP); // Delete The Object

return TRUE; // Loading Was Successful
}

GLvoid BuildFont(GLvoid) // Build Our Font Display List
{
base=glGenLists(256); // Creating 256 Display Lists
glBindTexture(GL_TEXTURE_2D, textures[0].texID); // Select Our Font Texture
for (int loop1=0; loop1<256; loop1++) // Loop Through All 256 Lists
{
float cx=float(loop1%16)/16.0f; // X Position Of Current Character
float cy=float(loop1/16)/16.0f; // Y Position Of Current Character

glNewList(base+loop1,GL_COMPILE); // Start Building A List
glBegin(GL_QUADS); // Use A Quad For Each Character
glTexCoord2f(cx,1.0f-cy-0.0625f); // Texture Coord (Bottom Left)
glVertex2d(0,16); // Vertex Coord (Bottom Left)
glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f); // Texture Coord (Bottom Right)
glVertex2i(16,16); // Vertex Coord (Bottom Right)
glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f); // Texture Coord (Top Right)
glVertex2i(16,0); // Vertex Coord (Top Right)
glTexCoord2f(cx,1.0f-cy-0.001f); // Texture Coord (Top Left)
glVertex2i(0,0); // Vertex Coord (Top Left)
glEnd(); // Done Building Our Quad (Character)
glTranslated(14,0,0); // Move To The Right Of The Character
glEndList(); // Done Building The Display List
} // Loop Until All 256 Are Built
}

GLvoid KillFont(GLvoid) // Delete The Font From Memory
{
glDeleteLists(base,256); // Delete All 256 Display Lists
}

GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...) // Where The Printing Happens
{
char text[1024]; // Holds Our String
va_list ap; // Pointer To List Of Arguments

if (fmt == NULL) // If There's No Text
return; // Do Nothing

va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text

if (set>1) // Did User Choose An Invalid Character Set?
{
set=1; // If So, Select Set 1 (Italic)
}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glLoadIdentity(); // Reset The Modelview Matrix
glTranslated(x,y,0); // Position The Text (0,0 - Top Left)
glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)

glScalef(1.0f,2.0f,1.0f); // Make The Text 2X Taller

glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen
glDisable(GL_TEXTURE_2D); // Disable Texture Mapping
}

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
glOrtho(0.0f,640,480,0.0f,-1.0f,1.0f); // Create Ortho 640x480 View (0,0 At Top Left)
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadTGA(&textures[0], "Data/Textures/Font.TGA")) // Load The Font Textures
{
return false; // If Loading Failed, Return False
}
if (!LoadBMP("Data/Textures/cross.BMP", bmptextures[0]))
{
return FALSE; // If Texture Didn't Load Return FALSE
}

BuildFont(); // Build The Font

glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glBindTexture(GL_TEXTURE_2D, textures[0].texID); // Select Our Font Texture

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
char blank[20];

if(ismenu) {
if(titlepos > 640) {
titlepos = -168;
}
glColor3f(0.0f,1.0f,0.0f); // Set Color To Green
glPrint(titlepos,16,1,"Day and Night"); // Display Renderer

if(menumainover == 1) {
glColor3f(0.0f, 0.6f, 0.6f); //Blue if selected
}
else {
glColor3f(0.4f,0.4f,0.4f); //Else Silver
}
glPrint(262, 168, 1, "Join Game");
if(menumainover == 2) {
glColor3f(0.0f, 0.6f, 0.6f); //Blue if selected
}
else {
glColor3f(0.4f,0.4f,0.4f); //Else Silver
}
glPrint(248, 208, 1, "Create Game");
if(menumainover == 3) {
glColor3f(0.0f, 0.6f, 0.6f); //Blue if selected
}
else {
glColor3f(0.4f,0.4f,0.4f); //Else Silver
}
glPrint(293, 248, 1, "Quit");

glColor3f(1.0f,0.5f,0.0f); // Set Color To Orange
glPrint(209,432,1,"An MtS Production"); // Write An MtS Production At The Bottom Of The Screen

glLoadIdentity(); // Reset The ModelView Matrix
glColor3f(1.0f,1.0f,1.0f); // Set The Color To White
glBegin(GL_LINE_STRIP); // Start Drawing Line Strips (Something New)
glVertex2d(639,417); // Top Right Of Bottom Box
glVertex2d( 0,417); // Top Left Of Bottom Box
glVertex2d( 0,480); // Lower Left Of Bottom Box
glVertex2d(639,480); // Lower Right Of Bottom Box
glVertex2d(639, 64); // Up To Bottom Right Of Top Box
glEnd(); // Done First Line Strip
glBegin(GL_LINE_STRIP); // Start Drawing Another Line Strip
glVertex2d( 0, 64); // Bottom Left Of Top Box
glVertex2d(639, 64); // Bottom Right Of Top Box
glVertex2d(639, 1); // Top Right Of Top Box
glVertex2d( 0, 1); // Top Left Of Top Box
glVertex2d( 0,417); // Down To Top Left Of Bottom Box
glEnd(); // Done Second Line Strip

glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, bmptextures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(32.0f, 128.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(160.0f, 128.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(160.0f, 336.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(32.0f, 336.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}

glBindTexture(GL_TEXTURE_2D, textures[0].texID); // Select Our Font Texture
glFlush(); // Flush The Rendering Pipeline
titlepos++;
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
}

KillFont(); // Kill The Font
}

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?","Day and Night",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else // Otherwise
{
// 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
if(!ismenu) {
ShowCursor(false); // Hide Mouse Pointer
}
}
else // Otherwise
{
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
{
fullscreen=TRUE;
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 // Otherwise
{
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
}

case WM_LBUTTONDOWN:
mouse_x = LOWORD(lParam);
mouse_y = HIWORD(lParam);
if(ismenu) {
if(menunum == 1) {
if(mouse_x > 262 && mouse_x < 390 && mouse_y > 168 && mouse_y < 200) {
//Join Game stuff here
menunum = 2;
DialogBox(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_DLGJOIN), hWnd, DlgProc);
menunum = 1;
}
if(mouse_x > 248 && mouse_x < 408 && mouse_y > 208 && mouse_y < 240) {
//Create Game stuff here
menunum = 3;
DialogBox(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_DLGCREATE), hWnd, DlgProc2);
menunum = 1;
}
if(mouse_x > 293 && mouse_x < 357 && mouse_y > 248 && mouse_y < 280 &&
(MessageBox(hWnd, "Are you sure you wish to quit?", "Quit?", MB_YESNO | MB_ICONEXCLAMATION | MB_TOPMOST) == 6)) {
//Quit stuff goes here
KillGLWindow(); // Kill The Window
exit(0);
}
}
}
return 0;

case WM_MOUSEMOVE:
mouse_x = LOWORD(lParam);
mouse_y = HIWORD(lParam);
if(ismenu) {
if(mouse_x > 262 && mouse_x < 390 && mouse_y > 168 && mouse_y < 200) {
//Mouse over Join Game button
menumainover = 1;
}
else if(mouse_x > 248 && mouse_x < 408 && mouse_y > 208 && mouse_y < 240) {
//Mouse over Create Game button
menumainover = 2;
}
else if(mouse_x > 293 && mouse_x < 357 && mouse_y > 248 && mouse_y < 280) {
//Mouse over Quit button
menumainover = 3;
}
else {
menumainover = 0;
}
}
return 0;

}

return DefWindowProc(hWnd,uMsg,wParam,lParam); // Pass All Unhandled Messages To DefWindowProc
}

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
fullscreen = true;

// Create Our OpenGL Window
if (!CreateGLWindow("Day and Night",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
{
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[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("Day and Night",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}

INT_PTR CALLBACK DlgProc(HWND hWndDlg, UINT Msg, WPARAM wParam, LPARAM lParam)
{
HDC hdc;
PAINTSTRUCT ps;
LPSTR szMessage = "Master Server Messages:";
LPSTR szMessage2 = "Server List:";
LPSTR szMessage3 = "Name:";
LPSTR szMessage4 = "Map:";
LPSTR szMessage5 = "Players:";
LPSTR szMessage6 = "Ip Address:";
switch(Msg)
{
case WM_PAINT:
hdc = BeginPaint(hWndDlg, &ps);
SetBkColor(hdc, 0x008500);
TextOut(hdc, 16, 8, szMessage, strlen(szMessage));
TextOut(hdc, 16, 224, szMessage2, strlen(szMessage2));
TextOut(hdc, 32, 248, szMessage3, strlen(szMessage3));
TextOut(hdc, 160, 248, szMessage4, strlen(szMessage4));
TextOut(hdc, 224, 248, szMessage5, strlen(szMessage5));
TextOut(hdc, 304, 248, szMessage6, strlen(szMessage6));
EndPaint(hWndDlg, &ps);
return true;
case WM_INITDIALOG:
return true;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_DLGREFRESH:
if(!QueryMasterServer(hWndDlg)) {
MessageBox(hWnd, "Failed to query the Master Server!\nThis could have happened becuase:\n\n1. The master server could be down.\n2. A firewall could have blocked the connection.\n3. You might not have the latest update for Day and Night.\n\nPlease check your firewall, and try back at another time.",
"Query Failed!", MB_OK | MB_ICONEXCLAMATION | MB_TOPMOST | MB_SETFOREGROUND);
}
return true;
case ID_DLGCANCEL:
EndDialog(hWndDlg, 0);
return true;
}
break;
}

return FALSE;
}

INT_PTR CALLBACK DlgProc2(HWND hWndDlg, UINT Msg, WPARAM wParam, LPARAM lParam)
{
HDC hdc;
PAINTSTRUCT ps;
LPSTR szMessage = "Choose a Server Name:";
LPSTR szMessage2 = "Maximum amount of players that can be on your server at a time players:";
LPSTR szMessage3 = "Pick the map:";
switch(Msg)
{
case WM_INITDIALOG:
SendMessage(GetDlgItem(hWndDlg, ID_DLGMAPLIST), LB_ADDSTRING, 0, (LPARAM)"Choose a Map");
SendMessage(GetDlgItem(hWndDlg, ID_DLGMAPLIST), LB_ADDSTRING, 0, (LPARAM)"Bridge of Death");
return true;
case WM_PAINT:
hdc = BeginPaint(hWndDlg, &ps);
SetBkColor(hdc, 0x008500);
TextOut(hdc, 160, 15, szMessage, strlen(szMessage));
TextOut(hdc, 16, 68, szMessage2, strlen(szMessage2));
TextOut(hdc, 160, 96, szMessage3, strlen(szMessage3));
EndPaint(hWndDlg, &ps);
return true;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_DLGCANCEL:
EndDialog(hWndDlg, 0);
return true;
}
break;
}

return FALSE;
}


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