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Oni Sephiroth

OpenGL nothing renders O_o

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Yea, I'm having a little issue where none of the OpenGL functions are working on runtime. GLMain.h
#ifndef _H_GLMAIN_
#define _H_GLMAIN_

#include <windows.h>
#include <gl/GL.h>
#include <gl/GLU.h>
#include "TGAExt.h"
#include "Math_Main.h"
#include "HarvestIO.h"

namespace HVSTGL
{
	void createPixelFormat(HDC& hDC);
	
	static void RenderQuad(HVSTMATH::CCoordinate Coord1, HVSTMATH::CCoordinate Coord2,
					HVSTMATH::CCoordinate Coord3, HVSTMATH::CCoordinate Coord4)
	{
	glBegin(GL_QUADS);
		glVertex3d(Coord1.X, Coord1.Y, Coord1.Z);
		glVertex3d(Coord2.X, Coord2.Y, Coord2.Z);
		glVertex3d(Coord3.X, Coord3.Y, Coord3.Z);
		glVertex3d(Coord4.X, Coord4.Y, Coord4.Z);
	glEnd();

	glFlush();
}
	
	void RenderQuad (double coord1x, double coord1y, double coord1z,
					 double coord2x, double coord2y, double coord2z,
					 double coord3x, double coord3y, double coord3z,
					 double coord4x, double coord4y, double coord4z);

	static void RenderTexQuad(HVSTMATH::CCoordinate Coord1, HVSTMATH::CCoordinate Coord2,
					HVSTMATH::CCoordinate Coord3, HVSTMATH::CCoordinate Coord4)
	{
	glBegin(GL_QUADS);
		glTexCoord2d(0.0, 0.0); glVertex3d(Coord1.X, Coord1.Y, Coord1.Z);
		glTexCoord2d(1.0, 0.0); glVertex3d(Coord2.X, Coord2.Y, Coord2.Z);
		glTexCoord2d(1.0, 1.0);glVertex3d(Coord3.X, Coord3.Y, Coord3.Z);
		glTexCoord2d(0.0, 1.0);glVertex3d(Coord4.X, Coord4.Y, Coord4.Z);
	glEnd();

	glFlush();
}

	char* LoadBMP(char* fileName, BITMAPINFOHEADER * bitmapinfoheader);
	int LoadTGA(char* fileName, TGAFILE* tgaFile);
	void PrepareTexture(char* texels);



};
#endif
GLMain.cpp
#include "GLMain.h"

void HVSTGL::createPixelFormat(HDC& hDC)
{
	int pxlfmt;

	static PIXELFORMATDESCRIPTOR pfd = {
		sizeof(PIXELFORMATDESCRIPTOR),
		1,
		PFD_DRAW_TO_WINDOW |
		PFD_SUPPORT_OPENGL |
		PFD_DOUBLEBUFFER,
		PFD_TYPE_RGBA,
		32,
		0, 0, 0, 0, 0, 0,
		0,
		0,
		0,
		0,0,0,0,
		16,
		0,
		0,
		PFD_MAIN_PLANE,
		0,
		0,0,0 };

		pxlfmt = ChoosePixelFormat(hDC, &pfd);

		SetPixelFormat(hDC, pxlfmt, &pfd);
}

void HVSTGL::RenderQuad (double coord1x, double coord1y, double coord1z,
					 double coord2x, double coord2y, double coord2z,
					 double coord3x, double coord3y, double coord3z,
					 double coord4x, double coord4y, double coord4z)
{
	glBegin(GL_QUADS);
		glVertex3d(coord1x, coord1y, coord1z);
		glVertex3d(coord2x, coord2y, coord2z);
		glVertex3d(coord3x, coord3y, coord3z);
		glVertex3d(coord4x, coord4y, coord4z);
	glEnd();

	glFlush();
}

char* HVSTGL::LoadBMP(char* fileName, BITMAPINFOHEADER* bitmapinfoheader)
{
	std::ifstream file;
	BITMAPFILEHEADER* bitmapfileheader;
	char* BMPimage;
	int ImageIDx = 0;
	unsigned char tempRGB;

	//open file
	HVSTIO::fileOpen(file, fileName);

	//start reading that data!
	file.read((char*)&bitmapfileheader,sizeof(BITMAPFILEHEADER));

	if (bitmapfileheader->bfType != 0x4D42)
		return NULL;
	
	file.read((char*)&bitmapfileheader, sizeof(BITMAPFILEHEADER));

	BMPimage = new char[bitmapinfoheader->biSizeImage];

	if (!BMPimage)
	{
		delete BMPimage;
		return NULL;
	}

	file.read((char*)&BMPimage, bitmapinfoheader->biSizeImage);

	if (BMPimage == NULL)
	{
		HVSTIO::fileClose(file);
		return NULL;
	}

	//switch R and G values so that they're you know..not in a retarded order
	for (ImageIDx = 0; ImageIDx < bitmapinfoheader->biSizeImage; ImageIDx += 3)
	{
		tempRGB = BMPimage[ImageIDx];
		BMPimage[ImageIDx] = BMPimage[ImageIDx + 2];
		BMPimage[ImageIDx + 2] = tempRGB;
	}

	HVSTIO::fileClose(file);
	return BMPimage;
}

int HVSTGL::LoadTGA(char* fileName, TGAFILE* tgaFile)
{
	std::ifstream file;
	unsigned char garbagechar;
	short int garbageint;
	long imagesize;
	int colormode;
	long ImageIDx;
	unsigned char colorswap;

	HVSTIO::fileOpen(file, fileName);

	file.read((char*)&garbagechar, sizeof(unsigned char));
	file.read((char*)&garbagechar, sizeof(unsigned char));

	file.read((char*)&tgaFile->imageTypeCode, sizeof (unsigned char));

	if ((tgaFile->imageTypeCode !=2) && (tgaFile->imageTypeCode != 3))
	{
		HVSTIO::fileClose(file);
		return 0;
	}

	file.read((char*)&garbageint, sizeof (short int));
	file.read((char*)&garbageint, sizeof (short int));
	file.read((char*)&garbagechar, sizeof (unsigned char));
	file.read((char*)&garbageint, sizeof (short int));
	
	file.read((char*)&tgaFile->imageWidth, sizeof (short int));
	file.read((char*)&tgaFile->imageHeight, sizeof (short int));
	
	file.read((char*)&tgaFile->bitCount, sizeof (unsigned char));
	
	file.read((char*)&garbagechar, sizeof (unsigned char));

	colormode = tgaFile->bitCount / 8;
	imagesize = tgaFile->imageWidth * tgaFile->imageHeight * colormode;

	tgaFile->imageData = new unsigned char[sizeof(unsigned char)*imagesize];

	file.read((char*)&tgaFile->imageData, sizeof(tgaFile->imageData));

	for (ImageIDx = 0; ImageIDx < imagesize; ImageIDx += colormode)
	{
		colorswap = tgaFile->imageData[ImageIDx];
		tgaFile->imageData[ImageIDx] = tgaFile->imageData[ImageIDx + 2];
		tgaFile->imageData[ImageIDx + 2] = colorswap;
	}

	HVSTIO::fileClose(file);

	return 1;
}
WindowsMain.h
#ifndef _H_WINDOWS_MAIN_
#define _H_WINDOWS_MAIN_
#include "command.h"


//list of windows we want to use
static WNDCLASSEX MainWin;
static WNDCLASSEX ConsoleWin;

	static HDC hdc;
	static HGLRC hrc;
	static HDC g_HDC;
	static int width, height;

static LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	

	switch (message)
	{
	case WM_CREATE:
		hdc = GetDC(hwnd);
		g_HDC = hdc;
		HVSTGL::createPixelFormat(hdc);

		hrc = wglCreateContext(hdc);
		wglMakeCurrent(hdc, hrc);

		glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		glEnable(GL_TEXTURE_2D);
		

		return 0;
		break;

	case WM_CLOSE:
		glDisable(GL_TEXTURE_2D);
		wglMakeCurrent(hdc, NULL);
		wglDeleteContext(hrc);

		PostQuitMessage(0);

		return 0;
		break;

	case WM_SIZE:
		height = HIWORD(lParam);
		width = LOWORD(lParam);

		if (height==0)
			height = 1;

		glViewport(0, 0, width, height);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();

		gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 1.0f, 1000.0f);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();

		return 0;
		break;


	default:
		break;
	}
	
	return (DefWindowProc(hwnd, message, wParam, lParam));
}

namespace HVSTWIN
{
	WNDCLASSEX SetupWin( UINT style,
						 int classInfo,
						 int winInfo,
						 HBRUSH BG,
						 LPCTSTR winName,
						 LPCTSTR className,
						 HINSTANCE hInstance);
};

#endif
WindowsMain.cpp
#include "Windows_Main.h"

WNDCLASSEX HVSTWIN::SetupWin(UINT style, int classInfo, int winInfo, HBRUSH BG, LPCTSTR winName, LPCTSTR className, HINSTANCE hInstance)
{
	WNDCLASSEX tempWin;

	tempWin.cbSize = sizeof(WNDCLASSEX);
	tempWin.style = style;
	tempWin.lpfnWndProc = WndProc;
	tempWin.cbClsExtra = classInfo;
	tempWin.cbWndExtra = winInfo;
	tempWin.hInstance = hInstance;
	tempWin.hIcon = NULL;
	tempWin.hCursor = LoadCursor(NULL, IDC_ARROW);
	tempWin.hbrBackground = BG;
	tempWin.lpszMenuName = winName;
	tempWin.lpszClassName = className;
	tempWin.hIconSm = NULL;

	return tempWin;
}
Main.cpp
#define WIN32_LEAN_AND_MEAN
#include "Windows_Main.h"

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	HWND hwnd;
	MSG msg;
	bool done;

	MainWin = HVSTWIN::SetupWin(CS_HREDRAW | CS_VREDRAW, 
								0, 0, 
								(HBRUSH)GetStockObject(WHITE_BRUSH),
								(LPCWSTR)"Harvest SDK 1.0",
								(LPCWSTR) "HVSTWIN",
								hInstance);

	HVSTMATH::CCoordinate Coords[4];
	Coords[0].X = 1;
	Coords[0].Y = 1;
	Coords[0].Z = 0;

	Coords[1].X = 1;
	Coords[1].Y = -1;
	Coords[1].Z = 0;

	Coords[2].X = -1;
	Coords[2].Y = -1;
	Coords[2].Z = 0;

	Coords[3].X = -1;
	Coords[3].Y = 1;
	Coords[3].Z = 0;

	if (!RegisterClassEx(&MainWin))
		return 0;

	hwnd = CreateWindowEx(NULL,
					  (LPCWSTR)"HVSTWIN",
					  (LPCWSTR)"Harvest SDK 1.0",
					  WS_OVERLAPPEDWINDOW |
					  WS_VISIBLE |
					  WS_SYSMENU,
					  100, 100,
					  400, 400,
					  NULL,
					  NULL,
					  hInstance,
					  NULL);

	if (!hwnd)
		return 0;

	done = false;

	//main loop
	while (!done)
	{
		PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);

		if (msg.message == WM_QUIT)
		{
			done = true;
		}
		else
		{
			HVSTGL::RenderQuad(Coords[0], Coords[1], Coords[2], Coords[3]);
			SwapBuffers(g_HDC);
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
	}

	return msg.wParam;
}

Nothing happens, I just get a white screen.

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What errors are you getting? Does the program compile? does it crash?... It is impossible to help you if you won't provide more information.

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First, put your code in source tags: [sou.rce] code here [/sou.rce] without the periods. Second, do you use a camera or use something like gluLookAt?

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I've only had a cursory glance, but isn't it the case that your near plane is set to 1.0, but you're rendering your quad at z=0? Try setting your quad's Z values to something > nearZ and see what happens.

[edit] Ah, a white screen even though you set the clear color to black - you could try clearing the color and depth buffers just before you call your RenderQuad function.

[Edited by - Gooberius on August 1, 2008 1:48:11 AM]

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First, I also can't see any glClear(...) call. You should do this at the beginning of every frame.

Second, did you check that the OpenGL context is created properly?
Check those functions:

hrc = wglCreateContext(hdc);
wglMakeCurrent(hdc, hrc);


Third, I assume you want a textured quad, so where are your texture coordinates? Where's your glBindTexture(...) call?

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Quote:
Original post by Lord_Evil
First, I also can't see any glClear(...) call. You should do this at the beginning of every frame.

Second, did you check that the OpenGL context is created properly?
Check those functions:

hrc = wglCreateContext(hdc);
wglMakeCurrent(hdc, hrc);


Third, I assume you want a textured quad, so where are your texture coordinates? Where's your glBindTexture(...) call?


Looks like you've got the problem. I added a

if (!hrc)
return 0;


into WinMain. The program immediately closes. So...what exactly is the problem with hrc then? Could declaring them static be causing an issue?

Also, no I'm not making a textured quad, I haven't written the renderquad function with text coords just yet.


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Try the GetLastError() function after wglCreateContext to get a hint. I'd guess the problem is a pixelformat that is not supported correctly.

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      Thanks all! 
    • By phil67rpg
      void collision(int v) { collision_bug_one(0.0f, 10.0f); glutPostRedisplay(); glutTimerFunc(1000, collision, 0); } void coll_sprite() { if (board[0][0] == 1) { collision(0); flag[0][0] = 1; } } void erase_sprite() { if (flag[0][0] == 1) { glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(0.0f, 9.0f, 0.0f); glVertex3f(1.0f, 9.0f, 0.0f); glVertex3f(1.0f, 10.0f, 0.0f); glEnd(); } } I am using glutTimerFunc to wait a small amount of time to display a collision sprite before I black out the sprite. unfortunately my code only blacks out the said sprite without drawing the collision sprite, I have done a great deal of research on the glutTimerFunc and  animation.
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