unresolved external symbol _auxDIBImageLoadA@4

Started by
2 comments, last by basudev1311 17 years, 8 months ago
having this problem for a while now. here's the code.
[
#include <windows.h>		// Header File For Windows
#include <gl\glut.h>			// Header File For The GLu32 Library
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <fstream.h>
#include <stdlib.h>
#include <math.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

GLuint g_textureID = -1;

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

#define ID_TIMER 1

bool Attenuate = FALSE;

float xRot = -30, yRot=0, increment=1;

float yAngLig = 0, radius1 = 10.0, radius2 = 10.0, Ang=0;

int Widths[] = {	640, 800, 1024, 1280, 1600, 1680	};
int Heights[] = {	480, 600, 768, 800, 1200, 1050	};

float light0_position[] = { .0, 2.0, 0.0, 1.0 };
float light0_color[] = { 1.0, 0.0, 0.0, 1.0 };

float light1_position[] = { 0.0, 2.0, 0.0, 1.0 };
float light1_color[] = { 0.0, 1.0, 0, 1.0 };

float light2_position[] = { 0.0, 2.0, 0.0, 1.0 };
float light2_color[] = { 0.0, 0.0, 1.0, 1.0 };

int choice;

struct Vertex
{
    // GL_T2F_V3F
    float tu, tv;
    float x, y, z;
};

Vertex g_quadVertices[] =
{
    { 0.0f,0.0f, -1.0f,-1.0f, 0.0f },
    { 1.0f,0.0f,  1.0f,-1.0f, 0.0f },
    { 1.0f,1.0f,  1.0f, 1.0f, 0.0f },
    { 0.0f,1.0f, -1.0f, 1.0f, 0.0f }
};

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

int get_Res_Choice()
{
//	ifstream infile("Res_Choice.txt");
//	infile >> choice;
	choice=3;
	return choice;
}

int Set_Width()
{
	get_Res_Choice(); 
	int SCR_WIDTH = Widths[get_Res_Choice()];
	return SCR_WIDTH;
}

int Set_Height()
{
	get_Res_Choice();
	int SCR_HEIGHT = Heights[get_Res_Choice()];
	return SCR_HEIGHT;
}

void loadTexture(void)	
{
	AUX_RGBImageRec *pTextureImage = auxDIBImageLoad( "woodfloor.bmp" );

    if( pTextureImage != NULL )
	{
        glGenTextures( 1, &g_textureID );

		glBindTexture( GL_TEXTURE_2D, g_textureID );

		glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR );

		glTexImage2D( GL_TEXTURE_2D, 0, 3, pTextureImage->sizeX, pTextureImage->sizeY, 0,
				GL_RGB, GL_UNSIGNED_BYTE, pTextureImage->data );
	}

	if( pTextureImage )
	{
		if( pTextureImage->data )
			free( pTextureImage->data );

		free( pTextureImage );
	}
}

void Update_Light_Positions()
{
	light0_position[0] = radius1 * cos(yAngLig);
	light0_position[2] = radius2 * sin(yAngLig);

	light1_position[0] = radius1 * cos(yAngLig/2);
	light1_position[2] = radius2 * sin(yAngLig/2);

	light2_position[0] = radius1 * cos(yAngLig/4);
	light2_position[2] = radius2 * sin(yAngLig/4);

	yAngLig+=0.02;
}

void BP_Draw_Light0()
{	
	glEnable(GL_LIGHT0);
	
	glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);

	if(Attenuate==TRUE)
	{
 		glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
		glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);
		glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1);
	}
		
	glDisable(GL_LIGHTING);
	glColor3fv(light0_color );
	glTranslatef(light0_position[0], light0_position[1], light0_position[2]);
	glutSolidSphere(0.2, 8, 8);
	glTranslatef(-light0_position[0], -light0_position[1], -light0_position[2]);
	glEnable(GL_LIGHTING);
}

void BP_Draw_Light1()
{
	glEnable(GL_LIGHT1);
	
	glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
 	
	if(Attenuate==TRUE)
	{
		glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);
		glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1);
		glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1);
	}
 	
	glDisable(GL_LIGHTING);
	glColor3fv(light1_color);
	glTranslatef(light1_position[0], light1_position[1], light1_position[2]);
	glutSolidSphere(0.2, 8, 8);
	glTranslatef(-light1_position[0], -light1_position[1], -light1_position[2]);
	glEnable(GL_LIGHTING);
}

void BP_Draw_Light2()
{
	glEnable(GL_LIGHT2);
	
	glLightfv(GL_LIGHT2, GL_POSITION, light2_position);
	glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_color);
 	
	if(Attenuate==TRUE)
	{
		glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);
		glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.1);
		glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1);
	}
 		
	glDisable(GL_LIGHTING);
	glColor3fv(light2_color);
	glTranslatef(light2_position[0], light2_position[1], light2_position[2]);
	glutSolidSphere(0.2, 8, 8);
	glTranslatef(-light2_position[0], -light2_position[1], -light2_position[2]);
	glEnable(GL_LIGHTING);
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
	glViewport(0,0,width,height);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

int InitGL(GLvoid)
{
//	loadTexture();

	glShadeModel(GL_SMOOTH);
	
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClearDepth(1.0f);
	
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glEnable(GL_TEXTURE_2D);
	
	glDepthFunc(GL_LEQUAL);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	
	return TRUE;
}

int DrawGLScene(GLvoid)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();

	gluLookAt(0, 20, 50, 0, 0, 0, 0, 1, 0);

	glRotatef(yRot, 1, 0, 0);
	glRotatef(xRot, 0, 1, 0);

	BP_Draw_Light0();
	BP_Draw_Light1();
	BP_Draw_Light2();

    glScalef(10, 10, 10);
	glBindTexture( GL_TEXTURE_2D, g_textureID );
    glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices );
    glDrawArrays( GL_QUADS, 0, 4 );

	return TRUE;
}

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
	}
}

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

	RegisterClass(&wc);

	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;

		ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN);
	}

	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
	};
	
	hDC=GetDC(hWnd);
	PixelFormat=ChoosePixelFormat(hDC,&pfd);
	SetPixelFormat(hDC,PixelFormat,&pfd);
	
	hRC=wglCreateContext(hDC);
	wglMakeCurrent(hDC,hRC);

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	
	InitGL();
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	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
		{
			SetTimer (hWnd, ID_TIMER, 10, NULL) ;
			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_TIMER:
		{
			case ID_TIMER:
				{
				if(GetAsyncKeyState(VK_UP))
					yRot-=increment;

				if(GetAsyncKeyState(VK_DOWN))
					yRot+=increment;

				if(GetAsyncKeyState(VK_LEFT))
					xRot-=increment;

				if(GetAsyncKeyState(VK_RIGHT))
					xRot+=increment;

				Update_Light_Positions();
				}

				break;
		}

		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

	// Create Our OpenGL Window
	if (!CreateGLWindow("NeHe's OpenGL Framework", Set_Width(), Set_Height(), 32, 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)
				}
			}

		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}
]
[Edited by - basudev1311 on August 11, 2006 8:17:33 AM]
Advertisement
sorry about the long code.
don't know how to do that code in a scroll box thing.
/*DONE*/

[Edited by - basudev1311 on August 11, 2006 8:59:40 AM]
Posting of source code is covered in the FAQ.

As you your problem you either want to link glaux.lib to your project or, better, replace the bitmap loading code with the glaux replacement code from the NeHe site.

Σnigma
Thanx a lot.
I finally managed to get something textured. Really Happy.

But it runs quite slow. I think i'm really missing something.

#include <windows.h>		// Header File For Windows#include <gl\glut.h>			// Header File For The GLu32 Library#include <gl\gl.h>#include <gl\glu.h>#include <gl\glaux.h>#include <fstream.h>#include <stdlib.h>#include <math.h>HDC			hDC=NULL;		// Private GDI Device ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The ApplicationGLuint	texture[1];	bool	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 Default#define ID_TIMER 1bool Attenuate = FALSE;float xRot = -30, yRot=0, increment=1;float yAngLig = 0, radius1 = 10.0, radius2 = 10.0, Ang=0;int Widths[] = {	640, 800, 1024, 1280, 1600, 1680	};int Heights[] = {	480, 600, 768, 800, 1200, 1050	};float light0_position[] = { .0, 2.0, 0.0, 1.0 };float light0_color[] = { 1.0, 0.0, 0.0, 1.0 };float light1_position[] = { 0.0, 2.0, 0.0, 1.0 };float light1_color[] = { 0.0, 1.0, 0, 1.0 };float light2_position[] = { 0.0, 2.0, 0.0, 1.0 };float light2_color[] = { 0.0, 0.0, 1.0, 1.0 };int choice;struct Vertex{    // GL_T2F_V3F    float tu, tv;    float x, y, z;};Vertex g_quadVertices[] ={    { 0.0f,0.0f, -1.0f,-1.0f, 0.0f },    { 1.0f,0.0f,  1.0f,-1.0f, 0.0f },    { 1.0f,1.0f,  1.0f, 1.0f, 0.0f },    { 0.0f,1.0f, -1.0f, 1.0f, 0.0f }};LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcint get_Res_Choice(){//	ifstream infile("Res_Choice.txt");//	infile >> choice;	choice=3;	return choice;}int Set_Width(){	get_Res_Choice(); 	int SCR_WIDTH = Widths[get_Res_Choice()];	return SCR_WIDTH;}int Set_Height(){	get_Res_Choice();	int SCR_HEIGHT = Heights[get_Res_Choice()];	return SCR_HEIGHT;}bool NeHeLoadBitmap(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_NEAREST);	// Linear Min Filter	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);	// 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}void Update_Light_Positions(){	light0_position[0] = radius1 * cos(yAngLig);	light0_position[2] = radius2 * sin(yAngLig);	light1_position[0] = radius1 * cos(yAngLig/2);	light1_position[2] = radius2 * sin(yAngLig/2);	light2_position[0] = radius1 * cos(yAngLig/4);	light2_position[2] = radius2 * sin(yAngLig/4);	yAngLig+=0.02;}void BP_Draw_Light0(){		glEnable(GL_LIGHT0);		glLightfv(GL_LIGHT0, GL_POSITION, light0_position);	glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);	if(Attenuate==TRUE)	{ 		glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);		glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);		glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1);	}			glDisable(GL_LIGHTING);	glColor3fv(light0_color );	glTranslatef(light0_position[0], light0_position[1], light0_position[2]);	glutSolidSphere(0.2, 8, 8);	glTranslatef(-light0_position[0], -light0_position[1], -light0_position[2]);	glEnable(GL_LIGHTING);}void BP_Draw_Light1(){	glEnable(GL_LIGHT1);		glLightfv(GL_LIGHT1, GL_POSITION, light1_position);	glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color); 		if(Attenuate==TRUE)	{		glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);		glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1);		glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1);	} 		glDisable(GL_LIGHTING);	glColor3fv(light1_color);	glTranslatef(light1_position[0], light1_position[1], light1_position[2]);	glutSolidSphere(0.2, 8, 8);	glTranslatef(-light1_position[0], -light1_position[1], -light1_position[2]);	glEnable(GL_LIGHTING);}void BP_Draw_Light2(){	glEnable(GL_LIGHT2);		glLightfv(GL_LIGHT2, GL_POSITION, light2_position);	glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_color); 		if(Attenuate==TRUE)	{		glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);		glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.1);		glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1);	} 			glDisable(GL_LIGHTING);	glColor3fv(light2_color);	glTranslatef(light2_position[0], light2_position[1], light2_position[2]);	glutSolidSphere(0.2, 8, 8);	glTranslatef(-light2_position[0], -light2_position[1], -light2_position[2]);	glEnable(GL_LIGHTING);}GLvoid ReSizeGLScene(GLsizei width, GLsizei height){	glViewport(0,0,width,height);	glMatrixMode(GL_PROJECTION);	glLoadIdentity();	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);	glLoadIdentity();}int InitGL(GLvoid){	NeHeLoadBitmap("woodfloor.bmp", texture[0]);	glShadeModel(GL_SMOOTH);		glClearColor(0.0f, 0.0f, 0.0f, 0.5f);	glClearDepth(1.0f);		glEnable(GL_DEPTH_TEST);	glEnable(GL_CULL_FACE);//	glEnable(GL_LIGHTING);	glEnable(GL_TEXTURE_2D);		glDepthFunc(GL_LEQUAL);	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);		return TRUE;}int DrawGLScene(GLvoid){	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	glLoadIdentity();	gluLookAt(0, 20, 50, 0, 0, 0, 0, 1, 0);	glRotatef(yRot, 1, 0, 0);	glRotatef(xRot, 0, 1, 0);    glScalef(10, 10, 10);	glBindTexture( GL_TEXTURE_2D, texture[0] );    glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices );    glDrawArrays( GL_QUADS, 0, 4 );	return TRUE;}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	}}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	RegisterClass(&wc);	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;		ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN);	}	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	};		hDC=GetDC(hWnd);	PixelFormat=ChoosePixelFormat(hDC,&pfd);	SetPixelFormat(hDC,PixelFormat,&pfd);		hRC=wglCreateContext(hDC);	wglMakeCurrent(hDC,hRC);	ShowWindow(hWnd,SW_SHOW);						// Show The Window	SetForegroundWindow(hWnd);						// Slightly Higher Priority	SetFocus(hWnd);									// Sets Keyboard Focus To The Window		InitGL();	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen	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		{			SetTimer (hWnd, ID_TIMER, 10, NULL) ;			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_TIMER:		{			case ID_TIMER:				{				if(GetAsyncKeyState(VK_UP))					yRot-=increment;				if(GetAsyncKeyState(VK_DOWN))					yRot+=increment;				if(GetAsyncKeyState(VK_LEFT))					xRot-=increment;				if(GetAsyncKeyState(VK_RIGHT))					xRot+=increment;				Update_Light_Positions();				}				break;		}		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	// Create Our OpenGL Window	if (!CreateGLWindow("NeHe's OpenGL Framework", Set_Width(), Set_Height(), 32, 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)				}			}		}	}	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}

This topic is closed to new replies.

Advertisement