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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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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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cool thanks
ill try that out tommorow (i only have updated source at school) and then post the code
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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 :rolleyes:) 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.
-
ummmmmm hate to *bump* my thread like this but... im still so lost.
i can't figure out why it's looking like that