I have a 2d orthogonal projection and im trying to texture map a bmp on the whole screen as a background. However when I run this code, nothing gets mapped, all white. The front portion of this code is something i got from Nehe that grabs info from the bmp into the byte array. I checked the byte array and it looks fine.
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#define WINDOW_WIDTH 430
#define WINDOW_HEIGHT 360
/* storage for one texture */
int texture[1];
/* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.
// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info.
int ImageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // temporary color storage for bgr-rgb conversion.
float ff;
int ii;
int j, k;
char c;
// make sure the file is there.
if ((file = fopen(filename, "rb"))==NULL)
{
printf("File Not Found : %s
",filename);
return 0;
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
// read the width
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.
", filename);
return 0;
}
printf("Width of %s: %lu
", filename, image->sizeX);
// read the height
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
printf("Error reading height from %s.
", filename);
return 0;
}
printf("Height of %s: %lu
", filename, image->sizeY);
// calculate the size (assuming 24 bits or 3 bytes per pixel).
size = image->sizeX * image->sizeY * 3;
// read the planes
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.
", filename);
return 0;
}
if (planes != 1) {
printf("Planes from %s is not 1: %u
", filename, planes);
return 0;
}
// read the bpp
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.
", filename);
return 0;
}
if (bpp != 24) {
printf("Bpp from %s is not 24: %u
", filename, bpp);
return 0;
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
// read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1) {
printf("Error reading image data from %s.
", filename);
return 0;
}
/
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// we're done.
return 1;
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures(char *filename) {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(filename, image1)) {
exit(1);
}
// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
};
void myinit(char* filename)
{
LoadGLTextures(filename);
glEnable(GL_TEXTURE_2D);
glClearColor(1.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
}
// Draw ground
void drawGround()
{
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex2i( 0, WINDOW_HEIGHT); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex2i( WINDOW_WIDTH, WINDOW_HEIGHT); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex2i( WINDOW_WIDTH, 0); // Bottom Right Of The Texture and Quad
glEnd();
glFlush();
}
// Display function
void display()
{
// Clear buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up texture and draw ground
drawGround();
glutSwapBuffers();
}
int main (int argc, char ** argv)
{
/* Initialize glut */
glutInit(&argc,argv);
/* Set up window modes */
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
/* Set window position (where it will appear when it opens) */
glutInitWindowPosition(0,0);
/* Set size of window */
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
/* Create the window */
glutCreateWindow("War Simulator");
/* Turn on depth testing */
glEnable(GL_DEPTH_TEST);
/* tells glut to use a particular display function to redraw */
glutDisplayFunc(display);
/* Set idle function. You can change this to call code for your animation,
* or place your animation code in doIdle */
glutIdleFunc(doIdle);
/* do initialization */
myinit(argv[1]);
/* Begin GL loop */
glutMainLoop();
return 0;
}