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View Full Version : Trouble with simple shooting range.



pcormier9988
07-20-2009, 01:01 PM
This is my first time programming in OpenGL. I am trying to develop a crossbow shooting range which uses arrays to draw each bolt. I am also having trouble developing a crosshair to help with aiming. I will also have to add collision detection and plan to explode targets when they are hit. I would appreciate any helpful input. Thanks!

Here is my code so far. The CTgaImg is for texturing, and the Vec3 is a struct i modified for future collision detection. The texturing is commented out because it slows the program down too much.

#include <stdlib.h>
#include <iostream>
#include <fstream>
#include <math.h>
#include <GL/glut.h>
#include <windows.h>

#include "CTgaImg.h"
#include "Vec3.h"

using namespace std;

float xpos = 0.0, ypos = 0.0, zpos = 0.0, xrot = 0.0, yrot = 0.0, xrotrad = 0.0, yrotrad = 0.0;
float lastx, lasty;

float Vo = 0.0;
float t[20];
float Xrot[20], Yrot[20], Xrotrad[20], Yrotrad[20];
int i, k[20];

//CTgaImg *img1 = new CTgaImg;
//CTgaImg *img2 = new CTgaImg;
//CTgaImg *img3 = new CTgaImg;
//CTgaImg *img4 = new CTgaImg;

//GLuint texName1;
//GLuint texName2;
//GLuint texName3;
//GLuint texName4;

GLUquadricObj *quadratic; // Storage for quadratic objects

// White light sources
GLfloat white_light_diff0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat white_light_amb0[] = { 0.3, 0.3, 0.3, 1.0 };
GLfloat light_posn0[] = { 0.0, 15.0, -25.0, 0.0 };

GLfloat white_light_diff1[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat white_light_amb1[] = { 0.3, 0.3, 0.3, 1.0 };
GLfloat light_posn1[] = { 0.0, 18.0, -100.0, 0.0 };

GLfloat white_light_diff2[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat white_light_amb2[] = { 0.3, 0.3, 0.3, 1.0 };
GLfloat light_posn2[] = { 0.0, 15.0, -175.0, 0.0 };

// White spotlight1 :- the spot light points towards the center of the end wall.
GLfloat spot_posn1[] = { 10.0, 10.0, 0.0, 1. };
GLfloat spot_direcn1[] = { -10, -10, -200.0, 1. };
GLfloat spot_spec1[] = { 1.0, 1.0, 1.0, 1. };
float spot_cutoff1 = 15.;
float spot_expo1 = 0.0;

// White spotlight2 :- the spot light points towards the center of the end wall.
GLfloat spot_posn2[] = { -10.0, 10.0, 0.0, 1. };
GLfloat spot_direcn2[] = { 10, -10, -200.0, 1. };
GLfloat spot_spec2[] = { 1.0, 1.0, 1.0, 1. };
float spot_cutoff2 = 15.;
float spot_expo2 = 0.0;

// Floor
GLfloat mat_diffuse0[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_ambient0[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_specular0[] = { 0.1, 0.1, 0.1, 1.0 };

// Side walls
GLfloat mat_diffuse1[] = { 0.0, 0.0, 0.5, 1.0 };
GLfloat mat_ambient1[] = { 0.0, 0.0, 0.2, 1.0 };
GLfloat mat_specular1[] = { 0.0, 0.0, 0.2, 1.0 };

// End walls
GLfloat mat_diffuse2[] = { 0.0, 0.0, 0.5, 1.0 };
GLfloat mat_ambient2[] = { 0.0, 0.0, 0.2, 1.0 };
GLfloat mat_specular2[] = { 0.0, 0.0, 0.2, 1.0 };

// Ceiling
GLfloat mat_diffuse3[] = { 0.7, 0.7, 0.7, 1.0 };
GLfloat mat_ambient3[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_specular3[] = { 0.1, 0.1, 0.1, 1.0 };

// Targets
GLfloat mat_diffuse4[] = { 0.8, 0.0, 0.0, 1.0 };
GLfloat mat_ambient4[] = { 0.2, 0.0, 0.0, 1.0 };
GLfloat mat_specular4[] = { 0.3, 0.0, 0.0, 1.0 };

// Bolts
GLfloat mat_diffuse5[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat mat_ambient5[] = { 0.2, 0.2, 0.0, 1.0 };
GLfloat mat_specular5[] = { 0.3, 0.3, 0.0, 1.0 };

/*
struct Plane{ //Plane structure
Vec3 _Position;
Vec3 _Normal;
};
struct Explosion{ //Explosion structure
Vec3 _Position;
float _Alpha;
float _Scale;
};
Plane pl1,pl2,pl3,pl4,pl5,pl6; //The 6 planes of the room
Explosion ExplosionArray[20]; //Holds up to 20 explosions
*/

void reshape( int w, int h )
{
if (h==0)
{
h=1;
}

glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();

gluPerspective(60.0f,(GLfloat)w/(GLfloat)h,0.1f,210.0f);

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

glutPostRedisplay();
}

void camera (void)
{
glRotatef(xrot,1.0,0.0,0.0); //rotate camera around the x-axis (up and down)
glRotatef(yrot,0.0,1.0,0.0); //rotate camera around the y-axis (left and right)
glTranslated(-xpos, -6,-zpos); //translate screen to the position of our camera
}

void idle()
{
//static int lastUpdate = 0;
//static int frames = 0;
//char buf[20];

glutPostRedisplay();
glutSwapBuffers();

//int currentTime = glutGet( GLUT_ELAPSED_TIME );
//frames++;
/*
if ( ( currentTime - lastUpdate ) >= 1000/60 )
{
sprintf( buf, "Shooting Range FPS: %d", frames );
glutSetWindowTitle( buf );
frames = 0;
lastUpdate = currentTime;
}
*/
}

void keyboard (unsigned char key, int x, int y)
{
float yrotrad = (yrot / 180 * 3.141592654f);
float xrotrad = (xrot / 180 * 3.141592654f);

if (key=='q')
{
xrot += 1;
if (xrot >360) xrot -= 360;
}

if (key=='z')
{
xrot -= 1;
if (xrot < -360) xrot += 360;
}

if (key=='w')
{
xpos += float(sin(yrotrad));
zpos -= float(cos(yrotrad));
//ypos -= float(sin(xrotrad));
}

if (key=='s')
{
xpos -= float(sin(yrotrad));
zpos += float(cos(yrotrad));
//ypos += float(sin(xrotrad));
}

if (key=='d')
{
xpos += float(cos(yrotrad)) * 0.5;
zpos += float(sin(yrotrad)) * 0.5;
}

if (key=='a')
{
xpos -= float(cos(yrotrad)) * 0.5;
zpos -= float(sin(yrotrad)) * 0.5;
}

if (key=='c')
{
yrot = 0;
xrot = 0;
xpos = 0;
zpos = 0;
ypos = 6;
SetCursorPos( 639, 509 );
}

glutPostRedisplay();
}

void mouseMovement(int x, int y)
{
if( lastx==0 &amp;&amp; lasty==0 )
{
lastx = x;
lasty = y;
}
else
{
float diffx = x - lastx;
float diffy = y - lasty;
lastx = x;
lasty = y;
xrot += (float) diffy;
yrot += (float) diffx;
}

glutPostRedisplay();
}

void mouse(int button, int state, int x, int y)
{
if( button == GLUT_LEFT_BUTTON &amp;&amp; state == GLUT_DOWN )
{
i++;
k[i] = 1;
Xrot[i] = xrot;
Yrot[i] = yrot;
}

if( button == GLUT_RIGHT_BUTTON &amp;&amp; state == GLUT_DOWN )
glutMotionFunc( mouseMovement );
lastx = 0;
lasty = 0;
}

void drawTarget( float X, float Y, float Z )
{
//glBindTexture( GL_TEXTURE_2D, texName4 );
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient4 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse4 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular4 );

glPushMatrix();
glTranslatef( X, Y, Z );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, 1.0 );
glTexCoord2f( 0.0f, 0.0f ); glVertex3f( -1.0, -1.0, 0.0 );
glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 1.0, -1.0, 0.0 );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( 1.0, 1.0, 0.0 );
glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -1.0, 1.0, 0.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, -1.0 );
glVertex3f( -1.0, -1.0, -2.0 );
glVertex3f( 1.0, -1.0, -2.0 );
glVertex3f( 1.0, 1.0, -2.0 );
glVertex3f( -1.0, 1.0, -2.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( -1.0, 0.0, 0.0 );
glVertex3f( 1.0, -1.0, 0.0 );
glVertex3f( 1.0, -1.0, -2.0 );
glVertex3f( 1.0, 1.0, -2.0 );
glVertex3f( 1.0, 1.0, 0.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 1.0, 0.0, 0.0 );
glVertex3f( -1.0, -1.0, -2.0 );
glVertex3f( -1.0, -1.0, 0.0 );
glVertex3f( -1.0, 1.0, 0.0 );
glVertex3f( -1.0, 1.0, -2.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glVertex3f( -1.0, 1.0, 0.0 );
glVertex3f( 1.0, 1.0, 0.0 );
glVertex3f( 1.0, 1.0, -2.0 );
glVertex3f( -1.0, 1.0, -2.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glVertex3f( -1.0, -1.0, 0.0 );
glVertex3f( -1.0, -1.0, -2.0 );
glVertex3f( 1.0, -1.0, -2.0 );
glVertex3f( 1.0, -1.0, 0.0 );
glEnd();
glPopMatrix();

glDisable( GL_LIGHTING );
glPopAttrib();
}

void shoot(int i)
{
//float Yrotrad[i] = (-Yrot[i] / 180 * 3.141592654);
//float Xrotrad[i] = (-Xrot[i] / 180 * 3.141592654);

if( k[i]==1 )
{
Vo = 5;
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient5 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse5 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular5 );

glPushMatrix();
glTranslatef( xpos - Vo*sin(Yrotrad[i])*t[i], 6 + Vo*(Xrotrad[i])*t[i] - 0.025*t[i]*t[i], zpos - Vo*cos(Yrotrad[i])*t[i] );
glRotatef( -Xrot[i] - 0.5*t[i], cos(Yrotrad[i]), sin(Yrotrad[i]), 0.0 );
glRotatef( -Yrot[i], 0.0, 1.0, 0.0 );

glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, 1.0 );
glVertex3f( -0.05, -0.05, 0.0 );
glVertex3f( 0.05, -0.05, 0.0 );
glVertex3f( 0.05, 0.05, 0.0 );
glVertex3f( -0.05, 0.05, 0.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, -1.0 );
glVertex3f( -0.05, -0.05, -3.0 );
glVertex3f( 0.05, -0.05, -3.0 );
glVertex3f( 0.05, 0.05, -3.0 );
glVertex3f( -0.05, 0.05, -3.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( -1.0, 0.0, 0.0 );
glVertex3f( 0.05, -0.05, 0.0 );
glVertex3f( 0.05, -0.05, -3.0 );
glVertex3f( 0.05, 0.05, -3.0 );
glVertex3f( 0.05, 0.05, 0.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 1.0, 0.0, 0.0 );
glVertex3f( -0.05, -0.05, -3.0 );
glVertex3f( -0.05, -0.05, 0.0 );
glVertex3f( -0.05, 0.05, 0.0 );
glVertex3f( -0.05, 0.05, -3.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glVertex3f( -0.05, 0.05, 0.0 );
glVertex3f( 0.05, 0.05, 0.0 );
glVertex3f( 0.05, 0.05, -3.0 );
glVertex3f( -0.05, 0.05, -3.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glVertex3f( -0.05, -0.05, 0.0 );
glVertex3f( -0.05, -0.05, -3.0 );
glVertex3f( 0.05, -0.05, -3.0 );
glVertex3f( 0.05, -0.05, 0.0 );
glEnd();
glPopMatrix();

glDisable( GL_LIGHTING );
glPopAttrib();

t[i]+=0.025;
}

else
{
Vo = 0;
}
}

void draw( )
{

float yrotrad = (-yrot / 180 * 3.141592654f);
float xrotrad = (-xrot / 180 * 3.141592654f);

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
camera();

//gluLookAt( 0.0, 6.0, 0.0, 0.0, 6.0, -200.0, 0.0, 1.0, 0.0 );

glEnable( GL_NORMALIZE );

//glBindTexture( GL_TEXTURE_2D, texName1 );
// Draw right wall
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient1 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse1 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular1 );
glBegin( GL_POLYGON );
glNormal3f( -1.0, 0.0, 0.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( 20.0, 0.0, -200.0 );
/*glTexCoord2f( 5.0f, 0.0f );*/ glVertex3f( 20.0, 0.0, 0.0 );
/*glTexCoord2f( 5.0f, 1.0f );*/ glVertex3f( 20.0, 20.0, 0.0 );
/*glTexCoord2f( 0.0f, 1.0f );*/ glVertex3f( 20.0, 20.0, -200.0 );
glEnd();

// Draw left wall
glBegin( GL_POLYGON );
glNormal3f( 1.0, 0.0, 0.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( -20.0, 0.0, 0.0 );
/*glTexCoord2f( 5.0f, 0.0f );*/ glVertex3f( -20.0, 0.0, -200.0 );
/*glTexCoord2f( 5.0f, 1.0f );*/ glVertex3f( -20.0, 20.0, -200.0 );
/*glTexCoord2f( 0.0f, 1.0f );*/ glVertex3f( -20.0, 20.0, 0.0 );
glEnd();

glDisable( GL_LIGHTING );
glPopAttrib();

// Draw end walls
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient2 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse2 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular2 );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, 1.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( -20.0, 0.0, -200. );
/*glTexCoord2f( 2.0f, 0.0f );*/ glVertex3f( 20.0, 0.0, -200. );
/*glTexCoord2f( 2.0f, 1.0f );*/ glVertex3f( 20.0, 20.0, -200. );
/*glTexCoord2f( 0.0f, 1.0f );*/ glVertex3f( -20.0, 20.0, -200.0 );
glEnd();
glBegin( GL_POLYGON );
glNormal3f( 0.0, 0.0, 1.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( 20., 0.0, 0.0 );
/*glTexCoord2f( 2.0f, 0.0f );*/ glVertex3f( 20., 20.0, 0.0 );
/*glTexCoord2f( 2.0f, 1.0f );*/ glVertex3f( -20., 20.0, 0.0 );
/*glTexCoord2f( 0.0f, 1.0f );*/ glVertex3f( -20., 0.0, 0.0 );
glEnd();
glDisable( GL_LIGHTING );
glPopAttrib();

// Draw floor
//glBindTexture( GL_TEXTURE_2D, texName2 );
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient0 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse0 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular0 );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( -20.0, 0.0, -200.0 );
/*glTexCoord2f( 10.0f, 0.0f );*/ glVertex3f( -20.0, 0.0, 0.0 );
/*glTexCoord2f( 10.0f, 2.0f );*/ glVertex3f( 20.0, 0.0, 0.0 );
/*glTexCoord2f( 0.0f, 2.0f );*/ glVertex3f( 20.0, 0.0, -200.0 );
glEnd();
glDisable( GL_LIGHTING );
glPopAttrib();

// Draw ceiling
//glBindTexture( GL_TEXTURE_2D, texName3 );
glPushAttrib( GL_LIGHTING );
glEnable( GL_LIGHTING );
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient3 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse3 );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular3 );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
/*glTexCoord2f( 0.0f, 0.0f );*/ glVertex3f( -20., 20.0, -200.0 );
/*glTexCoord2f( 2.0f, 0.0f );*/ glVertex3f( 20., 20.0, -200.0 );
/*glTexCoord2f( 2.0f, 10.0f );*/ glVertex3f( 20., 20.0, 0.0 );
/*glTexCoord2f( 0.0f, 10.0f );*/ glVertex3f( -20., 20.0, 0.0 );
glEnd();
glDisable( GL_LIGHTING );
glPopAttrib();

// Draw targets
drawTarget( -8.0, 8.0, -50 );
drawTarget( 0.0, 8.0, -50 );
drawTarget( 8.0, 8.0, -50 );

drawTarget( -8.0, 6.0, -150 );
drawTarget( 0.0, 6.0, -150 );
drawTarget( 8.0, 6.0, -150 );

// Draw crosshairs
glColor3f( 0.0, 1.0, 0.0 );
glPushMatrix();
glTranslatef( xpos, 6.0, zpos );
glRotatef( -yrot, 0.0, 1.0, 0.0 );
glRotatef( -xrot, cos(yrotrad), sin(yrotrad), 0.0 );
glTranslatef( 0.0, 0.0, -1.0 );
glBegin( GL_LINES );
glVertex3f( -0.02, 0.0, 0.0 );
glVertex3f( 0.02, 0.0, 0.0 );
glEnd();
glBegin( GL_LINES );
glVertex3f( 0.0, 0.02, 0.0 );
glVertex3f( 0.0, -0.02, 0.0 );
glEnd();
glPopMatrix();

// Shoot bolt
shoot(i);

glutSwapBuffers();
}

void init( )
{
k[i] = 0;
t[i] = 0;

SetCursorPos( 639, 509 );

glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );

// Enable depth testing
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );

glShadeModel( GL_SMOOTH );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

// Quadratic shape rendering
quadratic = gluNewQuadric(); // Create A Pointer To The Quadric Object
gluQuadricNormals( quadratic, GLU_SMOOTH ); // Create Smooth Normals
gluQuadricTexture( quadratic, GL_TRUE ); // Create Texture Coords

// First light is a white light (source at infinity)
glLightfv( GL_LIGHT0, GL_POSITION, light_posn0 );
glLightfv( GL_LIGHT0, GL_DIFFUSE, white_light_diff0 );
glLightfv( GL_LIGHT0, GL_AMBIENT, white_light_amb0 );
glEnable( GL_LIGHT0 );

// Second light is a white light (source at infinity)
glLightfv( GL_LIGHT1, GL_POSITION, light_posn1 );
glLightfv( GL_LIGHT1, GL_DIFFUSE, white_light_diff1 );
glLightfv( GL_LIGHT1, GL_AMBIENT, white_light_amb1 );
glEnable( GL_LIGHT1 );

// Third light is a white light (source at infinity)
glLightfv( GL_LIGHT2, GL_POSITION, light_posn2 );
glLightfv( GL_LIGHT2, GL_DIFFUSE, white_light_diff2 );
glLightfv( GL_LIGHT2, GL_AMBIENT, white_light_amb2 );
glEnable( GL_LIGHT2 );

// First white spotlight
glLightfv( GL_LIGHT3, GL_DIFFUSE, white_light_diff0 );
glLightfv( GL_LIGHT3, GL_SPECULAR, spot_spec1 );
glLightfv( GL_LIGHT3, GL_POSITION, spot_posn1 );
glLightfv( GL_LIGHT3, GL_SPOT_DIRECTION, spot_direcn1 );
glLightfv( GL_LIGHT3, GL_SPOT_CUTOFF, &amp;spot_cutoff1 );
glLightfv( GL_LIGHT3, GL_SPOT_EXPONENT, &amp;spot_expo1 );
glEnable( GL_LIGHT3 );

// Second white spotlight
glLightfv( GL_LIGHT4, GL_DIFFUSE, white_light_diff0 );
glLightfv( GL_LIGHT4, GL_SPECULAR, spot_spec2 );
glLightfv( GL_LIGHT4, GL_POSITION, spot_posn2 );
glLightfv( GL_LIGHT4, GL_SPOT_DIRECTION, spot_direcn2 );
glLightfv( GL_LIGHT4, GL_SPOT_CUTOFF, &amp;spot_cutoff2 );
glLightfv( GL_LIGHT4, GL_SPOT_EXPONENT, &amp;spot_expo2 );
glEnable( GL_LIGHT4 );

/*
//Texturing
glEnable( GL_TEXTURE_2D );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

// Read in texture1
std::cout << img1->loadTGAImg("bunkerwall.tga") << "\n";

glGenTextures( 1, &amp;texName1 );
glBindTexture( GL_TEXTURE_2D, texName1 );

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, img1->getImgWidth(), img1->getImgHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE , img1->getImgPixelData() );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

// Read in texture2
std::cout << img2->loadTGAImg("concretetile.tga") << "\n";

glGenTextures( 1, &amp;texName2 );
glBindTexture( GL_TEXTURE_2D, texName2 );

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, img2->getImgWidth(), img2->getImgHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE , img2->getImgPixelData() );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

// Read in texture3
std::cout << img3->loadTGAImg("concrete.tga") << "\n";

glGenTextures( 1, &amp;texName3 );
glBindTexture( GL_TEXTURE_2D, texName3 );

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, img3->getImgWidth(), img3->getImgHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE , img2->getImgPixelData() );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

// Read in texture4
glEnable( GL_TEXTURE_2D );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

std::cout << img4->loadTGAImg("target.tga") << "\n";

glGenTextures( 1, &amp;texName4 );
glBindTexture( GL_TEXTURE_2D, texName4 );

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, img4->getImgWidth(), img4->getImgHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE , img4->getImgPixelData() );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
*/
}

int main( int argc, char* argv[] )
{
glutInit( &amp;argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 1270, 960 );
glutCreateWindow( "Shooting Range" );

glutSetCursor( GLUT_CURSOR_CROSSHAIR );

init();
glutDisplayFunc( draw );
glutReshapeFunc( reshape );
glutMouseFunc( mouse );
glutKeyboardFunc( keyboard );
glutIdleFunc( idle );
glutMainLoop();

return 0;
}

dorbie
07-22-2009, 06:22 AM
If you ask a single simple specific question you are more likely to get an answer.

If providing code please keep it concise and relevant to the specific question.