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Old 03-31-2004, 02:30 PM   #1
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Posts: 169
opengl help

cool you can change fonts now!!!

ok on to the actual post...

im working on this space invaders style game and running into some texturing problems. The paratrooper guy (as you can see from the screenshot) is pretty messed up. Also, all the textures should be colored and i don't understand why they aren't.

Code:
//enemy part
	//glColor3f(1.0, 1.0, 1.0);
	glBindTexture(GL_TEXTURE_2D, texture[3]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0, 1.0f);glVertex3f((normalenemy.xpos-0.15), normalenemy.ypos+.4, 1.2f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f((normalenemy.xpos+0.15), normalenemy.ypos+.4, 1.2f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f((normalenemy.xpos+0.15), (normalenemy.ypos), 1.2f);
		glTexCoord2f(0.0f, 0.0f);glVertex3f((normalenemy.xpos-0.15), (normalenemy.ypos), 1.2f);
	glEnd();


	//grass part
	//glColor3f(0.0, 0.95, 0.0);
	glBindTexture(GL_TEXTURE_2D, texture[2]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);glVertex3f(2.5, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f(0, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f(0, -2.5f,  1.0f);		
		glTexCoord2f(0.0f, 1.0f);glVertex3f(2.5, -2.5f,  1.0f);
		
		glTexCoord2f(0.0f, 0.0f);glVertex3f(0, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f(-2.5, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f(-2.5, -2.5f,  1.0f);
		glTexCoord2f(0.0f, 1.0f);glVertex3f(0, -2.5f,  1.0f);
	glEnd();
I'm sure the paratrooper being tilted is something stupid i missed or don't understand, but i can't figure out why none of the textures are colored like they should be...
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Old 03-31-2004, 06:53 PM   #2
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make them a 256 color or 24 bit bitmap, and see which one, if any, works. If theres still no color, post your entire source so we can evaluate it(we can't tell just from your polygon code)
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Old 03-31-2004, 09:05 PM   #3
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cool thanks

ill try that out tommorow (i only have updated source at school) and then post the code
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Old 04-01-2004, 08:26 AM   #4
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ok back at school...

Code:
/*
 *		This Code Was Created By Jeff Molofee 2000
 *		A HUGE Thanks To Fredric Echols For Cleaning Up
 *		And Optimizing The Base Code, Making It More Flexible!
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */

#include <windows.h>		// Header File For Windows
#include <stdio.h>			// Header File For Standard Input/Output
#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 <math.h>			// Header File For Windows Math Library		
#include <stdio.h>			// Header File For Standard Input/Output
#include <stdarg.h>
#include <cstdlib> //for rand() and srand()
#include<ctime> //for time(0)




#pragma comment(lib, "OpenGL32.lib") 
#pragma comment(lib, "GLu32.lib") 
#pragma comment(lib, "GLaux.lib") 

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	light;				// Lighting ON/OFF ( NEW )
bool	lp;					// L Pressed? ( NEW )
bool	fp;					// F Pressed? ( NEW )
bool	firstshot;
bool enemyaround;
float tankposhoriz;
float lastshot;
float newshot;
float lastmove, newmove;

GLfloat	xrot;				// X Rotation
GLfloat	yrot;				// Y Rotation
GLfloat xspeed;				// X Rotation Speed
GLfloat yspeed;				// Y Rotation Speed
GLfloat	z=-5.0f;			// Depth Into The Screen

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 };

GLuint	filter;				// Which Filter To Use
GLuint	texture[3];			// Storage For 3 Textures
GLuint	base;

struct bullet
{
	float ypos;
	float xpos;
	float speed;
	bullet *next;
};
bullet *headB;
bullet *tailB;
bullet *currentB;

struct enemy
{
	float ypos;
	float xpos;
	float speed;
	enemy *next;
};
enemy normalenemy;
//enemy *headE;
//enemy *tailE;
//enemy *currentE;

GLUquadricObj *quadratic;

void updatebullet();
void updateenemy();

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[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("barrel.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE
		glGenTextures(1, &texture[0]);					// Create Three Textures
		// Create MipMapped Texture
		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_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
	}
	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
	}
	/////////////////////////////////////////////////////
	/////////////////////////////////////////////////////
	/////////////////////////////////////////////////////
	if (TextureImage[0]=LoadBMP("normalshot3.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[1]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		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_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

	}

	if (TextureImage[0]=LoadBMP("ground.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[2]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		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_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

	}

	if (TextureImage[0]=LoadBMP("opencom.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[3]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture[3]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

	}
	if (TextureImage[0]=LoadBMP("closedcom.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[4]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture[4]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

	}



	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
	}
	////////////////////////////////////////////////////////////////////////////////////////
	
	tankposhoriz = 0.0f;
	firstshot = true;
	newmove = GetTickCount() * 0.001;
	srand(time(0)); 
	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
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	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
	/////
	quadratic=gluNewQuadric();
	gluQuadricNormals(quadratic, GLU_SMOOTH);			
	gluQuadricTexture(quadratic, GL_TRUE);

	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 The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View
	glTranslatef(0.0,0.0f,-7.0f);

	//untextured stuff first (drawn in the correct order :D  )
	glDisable(GL_TEXTURE_2D);
	glBegin(GL_QUADS);
		//draws the grass
		//glColor3f(0.0, 0.7, 0.0);
		


		//draws the main part of the tank>>>>>>>>>>>>>>>>>>>>
		glColor3f(0.5, 0.5, 0.5);
		//left side======================================
		glVertex3f((tankposhoriz-0.4), -1.61f, 1.0f);
		glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.0f);
		//
		glVertex3f((tankposhoriz-0.4), -1.61f, 1.0f);
		glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz-0.4), -1.71f, 1.0f);
		//
		glVertex3f((tankposhoriz-0.4), -1.71f, 1.0f);
		glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.81f, 1.0f);
		//right side=====================================
		glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz+0.4), -1.61f, 1.0f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.0f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
		//
		glVertex3f((tankposhoriz+0.4), -1.61f, 1.0f);
		glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz+0.4), -1.71f, 1.0f);
		//
		glVertex3f((tankposhoriz+0.4), -1.71f, 1.0f);
		glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.81f, 1.0f);
		//front side=====================================
		//main part
		glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
		//left gap fill
		glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
		//right gap fill
		glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
		glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
		glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
		//top============================================
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
		glVertex3f((tankposhoriz+0.3), -1.51f, 1.0f);
		glVertex3f((tankposhoriz-0.3), -1.51f, 1.0f);
		//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
		//draws the contrast part of the tank
		glColor3f(0.6, 0.6, 0.6);
		//left side contrast gap
		glVertex3f((tankposhoriz-0.3), -1.54, 1.21f);
		glVertex3f((tankposhoriz-0.38), -1.62f, 1.21f);
		glVertex3f((tankposhoriz-0.38), -1.70f, 1.21f);
		glVertex3f((tankposhoriz-0.3), -1.78f, 1.21f);
		//right side contrast gap
		glVertex3f((tankposhoriz+0.3), -1.54, 1.21f);
		glVertex3f((tankposhoriz+0.38), -1.62f, 1.21f);
		glVertex3f((tankposhoriz+0.38), -1.70f, 1.21f);
		glVertex3f((tankposhoriz+0.3), -1.78f, 1.21f);
		//main contrast
		glVertex3f((tankposhoriz-0.3), -1.78f, 1.21f);
		glVertex3f((tankposhoriz+0.3), -1.78f, 1.21f);
		glVertex3f((tankposhoriz+0.3), -1.54f, 1.21f);
		glVertex3f((tankposhoriz-0.3), -1.54f, 1.21f);
		//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
		//turret draw
		//front
		glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
		glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
		glVertex3f((tankposhoriz+0.2), -1.51f, 1.2f);
		glVertex3f((tankposhoriz-0.2), -1.51f, 1.2f);
		//right side
		glVertex3f((tankposhoriz+0.2), -1.41f, 1.0f);
		glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
		glVertex3f((tankposhoriz+0.2), -1.51f, 1.2f);
		glVertex3f((tankposhoriz+0.2), -1.51f, 1.0f);
		//left side
		glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
		glVertex3f((tankposhoriz-0.2), -1.41f, 1.0f);
		glVertex3f((tankposhoriz-0.2), -1.51f, 1.0f);
		glVertex3f((tankposhoriz-0.2), -1.51f, 1.2f);
		//top turret
		glVertex3f((tankposhoriz+0.2), -1.41f, 1.0f);
		glVertex3f((tankposhoriz-0.2), -1.41f, 1.0f);
		glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
		glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
		//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
		//barrel draw




	

	glEnd();
	/*glBegin(GL_QUADS);
		glVertex3f((normalenemy.xpos-0.15), normalenemy.ypos, 1.2f);
		glVertex3f((normalenemy.xpos+0.15), normalenemy.ypos, 1.2f);
		glVertex3f((normalenemy.xpos+0.15), (normalenemy.ypos+.4), 1.2f);
		glVertex3f((normalenemy.xpos-0.15), (normalenemy.ypos+.4), 1.2f);
	glEnd();
	*/
	//TEXTURED DRAWING PART

	//resets the color so the textured surfaces display correctly
	glColor3f(1.0, 1.0, 1.0);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f((tankposhoriz+0.05), -1.41f, 1.1f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f((tankposhoriz-0.05), -1.41f, 1.1f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f((tankposhoriz-0.05), -1.21f, 1.1f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f((tankposhoriz+0.05), -1.21f, 1.1f);
	glEnd();
	
	//enemy part
	//glColor3f(1.0, 1.0, 1.0);
	glBindTexture(GL_TEXTURE_2D, texture[3]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0, 1.0f);glVertex3f((normalenemy.xpos-0.15), normalenemy.ypos+.4, 1.2f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f((normalenemy.xpos+0.15), normalenemy.ypos+.4, 1.2f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f((normalenemy.xpos+0.15), (normalenemy.ypos), 1.2f);
		glTexCoord2f(0.0f, 0.0f);glVertex3f((normalenemy.xpos-0.15), (normalenemy.ypos), 1.2f);
	glEnd();


	//grass part
	//glColor3f(0.0, 0.95, 0.0);
	glBindTexture(GL_TEXTURE_2D, texture[2]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);glVertex3f(2.5, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f(0, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f(0, -2.5f,  1.0f);		
		glTexCoord2f(0.0f, 1.0f);glVertex3f(2.5, -2.5f,  1.0f);
		
		glTexCoord2f(0.0f, 0.0f);glVertex3f(0, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 0.0f);glVertex3f(-2.5, -1.6f,  1.0f);
		glTexCoord2f(1.0f, 1.0f);glVertex3f(-2.5, -2.5f,  1.0f);
		glTexCoord2f(0.0f, 1.0f);glVertex3f(0, -2.5f,  1.0f);
	glEnd();
	/*
	glTexCoord2f(0.0f, 0.0f);glVertex3f(2.5, -1.6f,  1.0f);
	glTexCoord2f(1.0f, 0.0f);glVertex3f(-2.5, -1.6f,  1.0f);
	glTexCoord2f(1.0f, 1.0f);glVertex3f(-2.5, -2.5f,  1.0f);
	glTexCoord2f(0.0f, 1.0f);glVertex3f(2.5, -2.5f,  1.0f);
	*/

	

	
	//draws the bullets
	glColor3f(1.0, 1.0, 1.0);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture[1]);
	glBegin(GL_QUADS);
		currentB = headB;
		glColor3f(1.0, 1.0, 1.0);
		while(currentB != NULL)
		{
			glTexCoord2f(0.0f, 0.0f); glVertex3f((currentB->xpos-.07), (currentB->ypos),  1.09f);
			glTexCoord2f(1.0f, 0.0f); glVertex3f((currentB->xpos+.07), (currentB->ypos),  1.09f);
			glTexCoord2f(1.0f, 1.0f); glVertex3f((currentB->xpos+.07), (currentB->ypos+.2),  1.09f);
			glTexCoord2f(0.0f, 1.0f); glVertex3f((currentB->xpos-.07), (currentB->ypos+.2),  1.09f);
			currentB = currentB->next;
		}
	glEnd();
	

	
	return TRUE;										// Keep Going
}

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("TANK game v1.0",600,705,16,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 && !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)
				
				newmove = GetTickCount() * 0.01;
				if((newmove - lastmove) > 0.001)
				{
					if(keys['A'] || keys[VK_LEFT])
					{
						if(tankposhoriz > -2.5)
						{
							tankposhoriz-= .06f;
						}
						else
						{
							tankposhoriz = 2.4;
						}
					}
					if(keys['D'] || keys[VK_RIGHT])
					{
						if(tankposhoriz < 2.5)
						{
							tankposhoriz+= .06f;
						}
						else
						{
							tankposhoriz = -2.4;
						}
					}
					/////////////////////////////
					if(keys[VK_SPACE])
					{
						newshot = GetTickCount() * 0.001;
						if((newshot - lastshot) > .7)
						{
							bullet *shot;
							shot = new bullet;
							if(firstshot == true)
							{
								headB = shot;
								currentB = headB;
								tailB = currentB;
								tailB->next = NULL;
								currentB->xpos = tankposhoriz;
								currentB->ypos = -1.3;
								currentB->speed = .03;
								currentB->next = NULL;
								firstshot = false;
							}
							else
							{
								currentB = tailB;
								currentB->next = shot;
								currentB = shot;
								currentB->next = NULL;
								currentB->xpos = tankposhoriz;
								currentB->ypos = -1.3;
								currentB->speed = .03;
								tailB = currentB;
							}
							keys[VK_SPACE] = false;
							lastshot = newshot;
						}
					}
					lastmove = newmove;
					if(firstshot == false)
						updatebullet();
					if(enemyaround == false)
					{
						//set the values for the enemy portion of the code
						normalenemy.ypos = 2.5;
						normalenemy.speed = .02;
						normalenemy.xpos = -22+rand()%(45);
						normalenemy.xpos = normalenemy.xpos*.1;
						enemyaround = true;
					}
					updateenemy();
				}
			}
		}
	}

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

void updatebullet()
{
	currentB = headB;
	if(currentB->ypos > 2.5)
	{
		if(currentB->next != NULL)
		{
			currentB = currentB->next;
			delete headB;
			headB = currentB;
		}
		else
		{
			firstshot = true;
		}
	}
	while(currentB != NULL)
	{
  		currentB->ypos = (currentB->ypos + currentB->speed);
		currentB = currentB->next;
	}
}

void updateenemy()
{
	if(normalenemy.ypos > -1.7)
	{
		normalenemy.ypos = normalenemy.ypos - normalenemy.speed;
	}
	else
	{
		enemyaround = false;
		//set the information for the enemy on the ground
	}
	//float ypos;
	//float xpos;
	//float speed;
}
thanks for looking at that guys, sorry it's such a mess (and ignore the 100 some warnings, oops ) also, once you copy paste the code, you won't need to link the libs, just makea win32 app. i used #pragma in the code.
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Last edited by heat511; 04-01-2004 at 08:32 AM.
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Old 04-05-2004, 01:08 AM   #5
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Join Date: Dec 2001
Posts: 169
ummmmmm hate to *bump* my thread like this but... im still so lost.

i can't figure out why it's looking like that
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