I have been working so hard on this but cannot get it to work and cannot see why. I have had to use some replacement code for glaux to load in the teture. I am trying to do a skymap but when i run it, the screen is just black. These are some of my classes
skybox.h
#define MAX_TEXTURES 24
class skybox {
public: //just make everything public than you don't have to worry about access
skybox() { } //constructor
bool LoadTexture(unsigned int & aTexture, const char * bitmap_file);
void Init();
void draw();
GLuint texture[MAX_TEXTURES];
//used to correct the edges of the skybox overlap
//try setting this to 0.0 in the Init() and you will see the seams of the textures
double OFFSET, rot_x, rot_y;
long text_offset;
};
skybox.cpp
#include "stdafx.h"
#include <GL/glut.h>
#include <windows.h>
#include <stdio.h> //for file access
#include <gl\gl.h>
#include "skybox.h"
#include "glbmp.h"
bool skybox::LoadTexture(unsigned int & aTexture, const char * bitmap_file)
{
glbmp_t bitmap; //object to fill with data from glbmp
if(!glbmp_LoadBitmap(bitmap_file, 0, &bitmap))
{
fprintf(stderr, "Error loading bitmap file: %s
", bitmap_file);
}
//generate and bind the OpenGL texture
glGenTextures(1, &aTexture);
glBindTexture(GL_TEXTURE_2D, aTexture);
//copy data from bitmap into texture
glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height,
0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data);
//set up texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//free the bitmap
glbmp_FreeBitmap(&bitmap);
return true;
}
void skybox::Init() {
OFFSET = 1/512.0; //set offset value for skybox
rot_x = 0.0; rot_y = 0.0;
LoadTexture(texture[0], "images/left1.bmp");
LoadTexture(texture[1], "images/front1.bmp");
LoadTexture(texture[2], "images/right1.bmp");
LoadTexture(texture[3], "images/back1.bmp");
LoadTexture(texture[4], "images/down1.bmp");
LoadTexture(texture[5], "images/up1.bmp");
}
//This is where the magic happens
void skybox::draw() {
glPushMatrix();
glRotated(rot_x, 1.0, 0.0, 0.0); //Rotate around the x axis
glRotated(rot_y, 0.0, 1.0, 0.0); //Rotate around the y axis
glColor3f(1.0f,1.0f,1.0f); //Set colour to White
glEnable(GL_TEXTURE_2D); //Enable texture mapping
glDisable (GL_DEPTH_TEST); //Disable depth testing
//before you can use a texture you have to bind it
glBindTexture(GL_TEXTURE_2D, texture[0 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[1 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[2 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);
glNormal3d (0.0,0.0,10.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[3 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[4 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,-10.0,-10.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[5 + text_offset]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);
glEnd ();
//Re-Enable the depth test
glEnable(GL_DEPTH_TEST);
//disable texture mapping
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
main.cpp
#include "stdafx.h"
#include <GL/glut.h>
#include <windows.h>
#include <stdio.h> //for file access
#include <gl\gl.h>
#include "skybox.h"
#include "glbmp.h"
int screen_width=800;
int screen_height=600;
skybox aSkyBox;
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) {
if (height<=0) { height=1; }
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid) {
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); //Try GL_FLAT to see the difference
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Background colour
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST); //Enables depth testing
glDepthFunc(GL_LEQUAL); //Specifies how Depth testing is done
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //Affects quality of colour and texture interpolation
glFrontFace (GL_CCW); //Specifies that the front of a face is defined
//in a Counter Clockwise manner
glCullFace(GL_BACK); //Specifies that the back of faces are not shown
//so OpenGL does not need to draw things twice
glEnable(GL_CULL_FACE); //Enables culling of faces
aSkyBox.Init(); //Initalize the Skybox
return TRUE;
}
void DrawGLScene(GLvoid) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
aSkyBox.draw();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(screen_width,screen_height);
glutInitWindowPosition(0,0);
glutCreateWindow("Coursework 2");
glutDisplayFunc(DrawGLScene);
glutMainLoop();
return(0);
}
Anyhelp in helping me sort this out would be so greatful
cheers