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nik701a

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  1. Hello, I'm new to OpenGL programming. I planned to develop a 3D World. I'm trying to render a floor right now by rendering 24-bit BMP images. I'm trying to use as less number of files as possible to define all functions. When I execute the program, the window crashes saying "Ts3.exe" has stopped executing. The compile log status is : Compiler: Default compiler Building Makefile: "E:\Graphics Project\TS\Ts3\Makefile.win" Executing make... make.exe -f "E:\Graphics Project\TS\Ts3\Makefile.win" all make.exe: Nothing to be done for `all'. Execution terminated Compilation successful The Code That I have used is: ---------------------------------------------------------------------------------------------------------------------------------------------------------------- [u]Ts3.cpp[/u] #include<GL/glut.h> #include<GL/gl.h> #include <iostream> #include <stdlib.h> #include "imageloader.h" #define floorQuadPoints 48 #define NUM_TEXTURES 38 using namespace std; static GLuint TexID[NUM_TEXTURES]; const GLfloat startFloorPosition[3] = { 0.0, 0.0, 0.0 }; const GLfloat FloorQuadVerticies[floorQuadPoints][3] = { { 0.0, 0.0, 0.0 }, { -4.0, 0.0, 0.0 }, { -4.0, 0.0, -2.5 }, { 0.0, 0.0, -2.5 }, { -3.0, 0.0, -2.5 }, { -4.0, 0.0, -9.5 }, { 0.0, 0.0, -16.5}, { 0.0, 0.0, -2.5 }, { -4.0, 0.0, -9.5 }, { -7.0, 0.0, -9.5 }, { -7.0, 0.0, -14.5}, { 0.0, 0.0, -16.5}, { -7.0, 0.0, -14.5}, { -9.0, 0.0, -22.5}, { -2.0, 0.0, -22.5}, { 0.0, 0.0, -16.5}, { -2.0, 0.0, -22.5}, { 3.0, 0.0, -22.5}, { 3.0, 0.0, -16.5}, { 0.0, 0.0, -16.5}, { -9.0, 0.0, -22.5}, {-11.0, 0.0, -23.5}, { -7.0, 0.0, -25.5}, { -2.0, 0.0, -22.5}, {-11.0, 0.0, -23.5}, {-13.0, 0.0, -23.5}, {-13.0, 0.0, -25.5}, { -7.0, 0.0, -25.5}, { -7.0, 0.0, -25.5}, { -7.0, 0.0, -28.5}, { -3.0, 0.0, -28.5}, { -2.0, 0.0, -22.5}, { -7.0, 0.0, -28.5}, { -7.0, 0.0, -44.5}, { -5.0, 0.0, -44.5}, { -5.0, 0.0, -28.5}, { -7.0, 0.0, -44.5}, { -7.0, 0.0, -49.5}, { -4.0, 0.0, -49.5}, { -5.0, 0.0, -44.5}, { -7.0, 0.0, -49.5}, { -4.0, 0.0, -49.5}, { -5.0, 0.0, -52.5}, { -7.0, 0.0, -52.5}, { -7.0, 0.0, -52.5}, { -7.0, 0.0, -70.5}, { -5.0, 0.0, -70.5}, { -5.0, 0.0, -52.5}}; static inline void glTranslatefv(const GLfloat array[3]) { glTranslatef( array[0], array[1], array[2] ); }; void mapTextures(int i) { GLfloat x; GLfloat z; x = FloorQuadVerticies[i][0]; z = FloorQuadVerticies[i][2]; glTexCoord2f(x, z); glVertex3fv(FloorQuadVerticies[i]); x = FloorQuadVerticies[i+1][0]; z = FloorQuadVerticies[i+1][2]; glTexCoord2f(x, z); glVertex3fv(FloorQuadVerticies[i+1]); x = FloorQuadVerticies[i+2][0]; z = FloorQuadVerticies[i+2][2]; glTexCoord2f(x, z); glVertex3fv(FloorQuadVerticies[i+2]); x = FloorQuadVerticies[i+3][0]; z = FloorQuadVerticies[i+3][2]; glTexCoord2f(x, z); glVertex3fv(FloorQuadVerticies[i+3]); } void render(GLuint* TexID) { int firstFloorOffset = 20; int secondFloorOffset = 32; float ventWidth = 0.3; glTranslatefv(startFloorPosition); // Map the first third of the floor glPushMatrix(); glBindTexture(GL_TEXTURE_2D, TexID[3]); glEnable(GL_TEXTURE_2D); glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); for (int i = 0; i < firstFloorOffset; i+=4) { glPushMatrix(); glNormal3f(0.0,1.0,0.0); mapTextures(i); glPopMatrix(); } glEnd(); glDisable(GL_TEXTURE_2D); glPopMatrix(); // Map the first third of the floor glPushMatrix(); glBindTexture(GL_TEXTURE_2D, TexID[1]); glEnable(GL_TEXTURE_2D); glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); for (int i = firstFloorOffset; i < secondFloorOffset; i+=4) { glPushMatrix(); glNormal3f(0.0,1.0,0.0); mapTextures(i); glPopMatrix(); } glEnd(); glDisable(GL_TEXTURE_2D); glPopMatrix(); // Now use the next texture to map the rest of the floor glPushMatrix(); glBindTexture(GL_TEXTURE_2D,TexID[2]); glEnable(GL_TEXTURE_2D); glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); for (int i = secondFloorOffset; i < floorQuadPoints; i+=4) { glPushMatrix(); glNormal3f(0.0,1.0,0.0); mapTextures(i); glPopMatrix(); } glEnd(); glDisable(GL_TEXTURE_2D); glPopMatrix(); // Undo the translation at the start of the function glTranslatefv(startFloorPosition); } GLuint loadTexture(Image* image) { GLuint textureId; glGenTextures(1, &textureId); //Make room for our texture glBindTexture(GL_TEXTURE_2D, textureId); //Tell OpenGL which texture to edit //Map the image to the texture glTexImage2D(GL_TEXTURE_2D, //Always GL_TEXTURE_2D 0, //0 for now GL_RGB, //Format OpenGL uses for image image->width, image->height, //Width and height 0, //The border of the image GL_RGB, //GL_RGB, because pixels are stored in RGB format GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored //as unsigned numbers image->pixels); //The actual pixel data return textureId; //Returns the id of the texture } void DrawInit(void) { // OpenGL one-time initialisation glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); // Set the shader to smooth shader /* glShadeModel (GL_SMOOTH); glDepthFunc(GL_LEQUAL); glEnable(GL_TEXTURE_2D); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // This will give the textures a transparent look // Enable Blending glEnable(GL_BLEND); // Enable Alpha Blending glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);*/ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glGenTextures( NUM_TEXTURES, TexID ); Image* image = loadBMP("ground124.bmp"); TexID[0] = loadTexture(image); delete image; Image* image1 = loadBMP("ground224.bmp"); TexID[1] = loadTexture(image1); delete image1; Image* image2 = loadBMP("ground324.bmp"); TexID[2] = loadTexture(image2); delete image2; Image* image3 = loadBMP("vent24.bmp"); TexID[3] = loadTexture(image3); delete image3; } void display(void) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_MODELVIEW); render(TexID); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D(0, 500, 0, 500 ); glMatrixMode( GL_MODELVIEW ); glutPostRedisplay(); glutSwapBuffers(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)w / (float)h, 1.0, 200.0); } int main (int argc, char **argv) { glutInit( &argc, argv ); glutInitDisplayMode(GLUT_RGB| GLUT_DOUBLE | GLUT_DEPTH); //glutInitWindowPosition (0,0); DrawInit(); glutInitWindowSize(500,500); glutDisplayFunc(display); glutReshapeFunc(myReshape); glutCreateWindow("Test Window"); glutSwapBuffers(); glutMainLoop(); return 0; } [u]ImageLoader.cpp[/u] #include <assert.h> #include <fstream> #include "imageloader.h" using namespace std; Image::Image(char* ps, int w, int h) : pixels(ps), width(w), height(h) { } Image::~Image() { delete[] pixels; } namespace { //Converts a four-character array to an integer, using little-endian form int toInt(const char* bytes) { return (int)(((unsigned char)bytes[3] << 24) | ((unsigned char)bytes[2] << 16) | ((unsigned char)bytes[1] << 8) | (unsigned char)bytes[0]); } //Converts a two-character array to a short, using little-endian form short toShort(const char* bytes) { return (short)(((unsigned char)bytes[1] << 8) | (unsigned char)bytes[0]); } //Reads the next four bytes as an integer, using little-endian form int readInt(ifstream &input) { char buffer[4]; input.read(buffer, 4); return toInt(buffer); } //Reads the next two bytes as a short, using little-endian form short readShort(ifstream &input) { char buffer[2]; input.read(buffer, 2); return toShort(buffer); } //Just like auto_ptr, but for arrays template<class T> class auto_array { private: T* array; mutable bool isReleased; public: explicit auto_array(T* array_ = NULL) : array(array_), isReleased(false) { } auto_array(const auto_array<T> &aarray) { array = aarray.array; isReleased = aarray.isReleased; aarray.isReleased = true; } ~auto_array() { if (!isReleased && array != NULL) { delete[] array; } } T* get() const { return array; } T &operator*() const { return *array; } void operator=(const auto_array<T> &aarray) { if (!isReleased && array != NULL) { delete[] array; } array = aarray.array; isReleased = aarray.isReleased; aarray.isReleased = true; } T* operator->() const { return array; } T* release() { isReleased = true; return array; } void reset(T* array_ = NULL) { if (!isReleased && array != NULL) { delete[] array; } array = array_; } T* operator+(int i) { return array + i; } T &operator[](int i) { return array[i]; } }; } Image* loadBMP(const char* filename) { ifstream input; input.open(filename, ifstream::binary); assert(!input.fail() || !"Could not find file"); char buffer[2]; input.read(buffer, 2); assert(buffer[0] == 'B' && buffer[1] == 'M' || !"Not a bitmap file"); input.ignore(8); int dataOffset = readInt(input); //Read the header int headerSize = readInt(input); int width; int height; switch(headerSize) { case 40: //V3 width = readInt(input); height = readInt(input); input.ignore(2); assert(readShort(input) == 24 || !"Image is not 24 bits per pixel"); assert(readShort(input) == 0 || !"Image is compressed"); break; case 12: //OS/2 V1 width = readShort(input); height = readShort(input); input.ignore(2); assert(readShort(input) == 24 || !"Image is not 24 bits per pixel"); break; case 64: //OS/2 V2 assert(!"Can't load OS/2 V2 bitmaps"); break; case 108: //Windows V4 assert(!"Can't load Windows V4 bitmaps"); break; case 124: //Windows V5 assert(!"Can't load Windows V5 bitmaps"); break; default: assert(!"Unknown bitmap format"); } //Read the data int bytesPerRow = ((width * 3 + 3) / 4) * 4 - (width * 3 % 4); int size = bytesPerRow * height; auto_array<char> pixels(new char[size]); input.seekg(dataOffset, ios_base::beg); input.read(pixels.get(), size); //Get the data into the right format auto_array<char> pixels2(new char[width * height * 3]); for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { for(int c = 0; c < 3; c++) { pixels2[3 * (width * y + x) + c] = pixels[bytesPerRow * y + 3 * x + (2 - c)]; } } } input.close(); return new Image(pixels2.release(), width, height); } [u]ImageLoader.h[/u] #ifndef IMAGE_LOADER_H_INCLUDED #define IMAGE_LOADER_H_INCLUDED class Image { public: Image(char* ps, int w, int h); ~Image(); char* pixels; int width; int height; }; //Reads a bitmap image from file. Image* loadBMP(const char* filename); ----------------------------------------------------------------------------------------------------------------------------------------------------------- I have attached the BMP image files that I have used. Please help me in solving these problems as soon as possible as I have very few days to submit this assignment. Thanks.