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View Full Version : Waving Flag - from nehe`s lesson#11



Adrian B
01-19-2011, 09:05 AM
hello , i m creating my first opengl application and i want to use the waving flag from nehe`s tutorial - lesson 11 .

the problem is that i want to integrate the code in my already existent project , so i started modifing the original code , to make it independent from glaux library and to use my curent texture loader (that i also use in my app) , not the one from nehe`s waving flag lesson#11.

after building the project i don`t get any errors . but after i run the project it gives me an ERROR : Initialization Failed. which i looked through the code and found out that the InitGL funtion is causing the error ... maybe it s the tga loader function that i added... i can t seem to figure this out please help !

here`s the original code :



#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <math.h> // Header File For The Math Library
#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

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

float points[45][45][3]; // The Array For The Points On The Grid Of Our "Wave"
int wiggle_count = 0; // Counter Used To Control How Fast Flag Waves

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )
GLfloat hold; // Temporarily Holds A Floating Point Value

GLuint texture[1]; // Storage For One Texture ( NEW )

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("Data/Tim.bmp"))
{
Status=TRUE; // Set The Status To TRUE

glGenTextures(1, &amp;texture[0]); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
}

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
}

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 ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
glPolygonMode( GL_BACK, GL_FILL ); // Back Face Is Solid
glPolygonMode( GL_FRONT, GL_LINE ); // Front Face Is Made Of Lines

for(int x=0; x<45; x++)
{
for(int y=0; y<45; y++)
{
points[x][y][0]=float((x/5.0f)-4.5f);
points[x][y][1]=float((y/5.0f)-4.5f);
points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
}
}

return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
int x, y;
float float_x, float_y, float_xb, float_yb;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View

glTranslatef(0.0f,0.0f,-12.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, texture[0]);

glBegin(GL_QUADS);
for( x = 0; x < 44; x++ )
{
for( y = 0; y < 44; y++ )
{
float_x = float(x)/44.0f;
float_y = float(y)/44.0f;
float_xb = float(x+1)/44.0f;
float_yb = float(y+1)/44.0f;

glTexCoord2f( float_x, float_y);
glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

glTexCoord2f( float_x, float_yb );
glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

glTexCoord2f( float_xb, float_yb );
glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

glTexCoord2f( float_xb, float_y );
glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
}
}
glEnd();

if( wiggle_count == 2 )
{
for( y = 0; y < 45; y++ )
{
hold=points[0][y][2];
for( x = 0; x < 44; x++)
{
points[x][y][2] = points[x+1][y][2];
}
points[44][y][2]=hold;
}
wiggle_count = 0;
}

wiggle_count++;

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;

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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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_PELSWID TH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLS CREEN)!=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(&amp;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,&amp;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,&amp;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("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&amp;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(&amp;msg); // Translate The Message
DispatchMessage(&amp;msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active &amp;&amp; !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)
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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

here is my texture.cpp file, (tga loader) that i added , trying to replace the BMP loader from nehe`s code:

//i think its from nehe`s lesson 23


#include "stdafx.h"

#include "Texture.h"

TGAHeader tgaheader; // TGA header
TGA tga; // TGA image data

GLubyte uTGAcompare[12] = {0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte cTGAcompare[12] = {0,0,10,0,0,0,0,0,0,0,0,0}; // Compressed TGA Header

bool LoadTGA(Texture * texture, char * filename) // Load a TGA file
{
FILE * fTGA; // File pointer to texture file
fTGA = fopen(filename, "rb"); // Open file for reading

if(fTGA == NULL) // If it didn't open....
{
//MessageBox(NULL, "Could not open texture file", "ERROR", MB_OK); // Display an error message
return false; // Exit function
}

if(fread(&amp;tgaheader, sizeof(TGAHeader), 1, fTGA) == 0) // Attempt to read 12 byte header from file
{
//MessageBox(NULL, "Could not read file header", "ERROR", MB_OK); // If it fails, display an error message
if(fTGA != NULL) // Check to seeiffile is still open
{
fclose(fTGA); // If it is, close it
}
return false; // Exit function
}

if(memcmp(uTGAcompare, &amp;tgaheader, sizeof(tgaheader)) == 0) // See if header matches the predefined header of
{ // an Uncompressed TGA image
LoadUncompressedTGA(texture, filename, fTGA); // If so, jump to Uncompressed TGA loading code
}
else if(memcmp(cTGAcompare, &amp;tgaheader, sizeof(tgaheader)) == 0) // See if header matches the predefined header of
{ // an RLE compressed TGA image
LoadCompressedTGA(texture, filename, fTGA); // If so, jump to Compressed TGA loading code
}
else // If header matches neither type
{
//MessageBox(NULL, "TGA file be type 2 or type 10 ", "Invalid Image", MB_OK); // Display an error
fclose(fTGA);
return false; // Exit function
}
return true; // All went well, continue on
}

bool LoadUncompressedTGA(Texture * texture, char * filename, FILE * fTGA) // Load an uncompressed TGA (note, much of this code is based on NeHe's
{ // TGA Loading code nehe.gamedev.net)
if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) // Read TGA header
{
//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK); // Display error
if(fTGA != NULL) // if file is still open
{
fclose(fTGA); // Close it
}
return false; // Return failular
}

texture->width = tga.header[1] * 256 + tga.header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = tga.header[3] * 256 + tga.header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
texture->bpp = tga.header[4]; // Determine the bits per pixel
tga.Width = texture->width; // Copy width into local structure
tga.Height = texture->height; // Copy height into local structure
tga.Bpp = texture->bpp; // Copy BPP into local structure

if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) &amp;&amp; (texture->bpp !=32))) // Make sure all information is valid
{
//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // Check if file is still open
{
fclose(fTGA); // If so, close it
}
return false; // Return failed
}

if(texture->bpp == 24) // If the BPP of the image is 24...
texture->type = GL_RGB; // Set Image type to GL_RGB
else // Else if its 32 BPP
texture->type = GL_RGBA; // Set image type to GL_RGBA

tga.bytesPerPixel = (tga.Bpp / 8); // Compute the number of BYTES per pixel
tga.imageSize = (tga.bytesPerPixel * tga.Width * tga.Height); // Compute the total amout ofmemory needed to store data
texture->imageData = (GLubyte *)malloc(tga.imageSize); // Allocate that much memory

if(texture->imageData == NULL) // If no space was allocated
{
//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK); // Display Error
fclose(fTGA); // Close the file
return false; // Return failed
}

if(fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize) // Attempt to read image data
{
//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK); // Display Error
if(texture->imageData != NULL) // If imagedata has data in it
{
free(texture->imageData); // Delete data from memory
}
fclose(fTGA); // Close file
return false; // Return failed
}

// Byte Swapping Optimized By Steve Thomas
for(GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel)
{
texture->imageData[cswap] ^= texture->imageData[cswap+2] ^=
texture->imageData[cswap] ^= texture->imageData[cswap+2];
}

fclose(fTGA); // Close file
return true; // Return success
}

bool LoadCompressedTGA(Texture * texture, char * filename, FILE * fTGA) // Load COMPRESSED TGAs
{
if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) // Attempt to read header
{
//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // If file is open
{
fclose(fTGA); // Close it
}
return false; // Return failed
}

texture->width = tga.header[1] * 256 + tga.header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = tga.header[3] * 256 + tga.header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
texture->bpp = tga.header[4]; // Determine Bits Per Pixel
tga.Width = texture->width; // Copy width to local structure
tga.Height = texture->height; // Copy width to local structure
tga.Bpp = texture->bpp; // Copy width to local structure

if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) &amp;&amp; (texture->bpp !=32))) //Make sure all texture info is ok
{
//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK); // If it isnt...Display error
if(fTGA != NULL) // Check if file is open
{
fclose(fTGA); // Ifit is, close it
}
return false; // Return failed
}

if(texture->bpp == 24) // If the BPP of the image is 24...
texture->type = GL_RGB; // Set Image type to GL_RGB
else // Else if its 32 BPP
texture->type = GL_RGBA; // Set image type to GL_RGBA

tga.bytesPerPixel = (tga.Bpp / 8); // Compute BYTES per pixel
tga.imageSize = (tga.bytesPerPixel * tga.Width * tga.Height); // Compute amout of memory needed to store image
texture->imageData = (GLubyte *)malloc(tga.imageSize); // Allocate that much memory

if(texture->imageData == NULL) // If it wasnt allocated correctly..
{
//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK); // Display Error
fclose(fTGA); // Close file
return false; // Return failed
}

GLuint pixelcount = tga.Height * tga.Width; // Nuber of pixels in the image
GLuint currentpixel = 0; // Current pixel being read
GLuint currentbyte = 0; // Current byte
GLubyte * colorbuffer = (GLubyte *)malloc(tga.bytesPerPixel); // Storage for 1 pixel

do
{
GLubyte chunkheader = 0; // Storage for "chunk" header

if(fread(&amp;chunkheader, sizeof(GLubyte), 1, fTGA) == 0) // Read in the 1 byte header
{
//MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // If file is open
{
fclose(fTGA); // Close file
}
if(texture->imageData != NULL) // If there is stored image data
{
free(texture->imageData); // Delete image data
}
return false; // Return failed
}

if(chunkheader < 128) // If the ehader is < 128, it means the that is the number of RAW color packets minus 1
{ // that follow the header
chunkheader++; // add 1 to get number of following color values
for(short counter = 0; counter < chunkheader; counter++) // Read RAW color values
{
if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Try to read 1 pixel
{
//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK); // IF we cant, display an error

if(fTGA != NULL) // See if file is open
{
fclose(fTGA); // If so, close file
}

if(colorbuffer != NULL) // See if colorbuffer has data in it
{
free(colorbuffer); // If so, delete it
}

if(texture->imageData != NULL) // See if there is stored Image data
{
free(texture->imageData); // If so, delete it too
}

return false; // Return failed
}
// write to memory
texture->imageData[currentbyte ] = colorbuffer[2]; // Flip R and B vcolor values around in the process
texture->imageData[currentbyte + 1 ] = colorbuffer[1];
texture->imageData[currentbyte + 2 ] = colorbuffer[0];

if(tga.bytesPerPixel == 4) // if its a 32 bpp image
{
texture->imageData[currentbyte + 3] = colorbuffer[3]; // copy the 4th byte
}

currentbyte += tga.bytesPerPixel; // Increase thecurrent byte by the number of bytes per pixel
currentpixel++; // Increase current pixel by 1

if(currentpixel > pixelcount) // Make sure we havent read too many pixels
{
//MessageBox(NULL, "Too many pixels read", "ERROR", NULL); // if there is too many... Display an error!

if(fTGA != NULL) // If there is a file open
{
fclose(fTGA); // Close file
}

if(colorbuffer != NULL) // If there is data in colorbuffer
{
free(colorbuffer); // Delete it
}

if(texture->imageData != NULL) // If there is Image data
{
free(texture->imageData); // delete it
}

return false; // Return failed
}
}
}
else // chunkheader > 128 RLE data, next color reapeated chunkheader - 127 times
{
chunkheader -= 127; // Subteact 127 to get rid of the ID bit
if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Attempt to read following color values
{
//MessageBox(NULL, "Could not read from file", "ERROR", MB_OK); // If attempt fails.. Display error (again)

if(fTGA != NULL) // If thereis a file open
{
fclose(fTGA); // Close it
}

if(colorbuffer != NULL) // If there is data in the colorbuffer
{
free(colorbuffer); // delete it
}

if(texture->imageData != NULL) // If thereis image data
{
free(texture->imageData); // delete it
}

return false; // return failed
}

for(short counter = 0; counter < chunkheader; counter++) // copy the color into the image data as many times as dictated
{ // by the header
texture->imageData[currentbyte ] = colorbuffer[2]; // switch R and B bytes areound while copying
texture->imageData[currentbyte + 1 ] = colorbuffer[1];
texture->imageData[currentbyte + 2 ] = colorbuffer[0];

if(tga.bytesPerPixel == 4) // If TGA images is 32 bpp
{
texture->imageData[currentbyte + 3] = colorbuffer[3]; // Copy 4th byte
}

currentbyte += tga.bytesPerPixel; // Increase current byte by the number of bytes per pixel
currentpixel++; // Increase pixel count by 1

if(currentpixel > pixelcount) // Make sure we havent written too many pixels
{
//MessageBox(NULL, "Too many pixels read", "ERROR", NULL); // if there is too many... Display an error!

if(fTGA != NULL) // If there is a file open
{
fclose(fTGA); // Close file
}

if(colorbuffer != NULL) // If there is data in colorbuffer
{
free(colorbuffer); // Delete it
}

if(texture->imageData != NULL) // If there is Image data
{
free(texture->imageData); // delete it
}

return false; // Return failed
}
}
}
}

while(currentpixel < pixelcount); // Loop while there are still pixels left
fclose(fTGA); // Close the file
return true; // return success
}



and this is how i modified nehe`s lesson 11 :


/*
* This Code Was Created By bosco / 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 <math.h> // Header File For The Math Library
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <GL/glut.h>
#include "glm.h"
#include "Texture.h"

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

float points[45][45][3]; // The Array For The Points On The Grid Of Our "Wave"
int wiggle_count = 0; // Counter Used To Control How Fast Flag Waves

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )
GLfloat hold; // Temporarily Holds A Floating Point Value


GLuint texture;
Texture treeTexture;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


bool LoadTreeTextures()
{
int Status=FALSE; // Status Indicator

// first of all we call the tga file loader. It doesn't do anything special: it fills the Texture struct with information about
// the image (height, width, bits per pixel). You can easily replace it with a function to load bmps or jpegs.
// The important thing is do load the image corectly in the structure you give it
if (LoadTGA(&amp;treeTexture, "Data/Tim.tga"))
{
// This tells opengl to create 1 texture and put it's ID in the given integer variable
// OpenGL keeps a track of loaded textures by numbering them: the first one you load is 1, second is 2, ...and so on.

Status=TRUE; // Set The Status To TRUE

glGenTextures(1, &amp;treeTexture.texID);
// Binding the texture to GL_TEXTURE_2D is like telling OpenGL that the texture with this ID is now the current 2D texture in use
// If you draw anything the used texture will be the last binded texture
glBindTexture(GL_TEXTURE_2D, treeTexture.texID);
// This call will actualy load the image data into OpenGL and your video card's memory. The texture is allways loaded into the current texture
// you have selected with the last glBindTexture call
// It asks for the width, height, type of image (determins the format of the data you are giveing to it) and the pointer to the actual data
glTexImage2D(GL_TEXTURE_2D, 0, treeTexture.bpp / 8, treeTexture.width, treeTexture.height, 0, treeTexture.type, GL_UNSIGNED_BYTE, treeTexture.imageData);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
glEnable(GL_TEXTURE_2D);
if (treeTexture.imageData)
{
// You can now free the image data that was allocated by LoadTGA
// You don't want to keep a few Mb of worthless data on heap. It's worthless because OpenGL stores the image someware else after
// you call glTexImage2D (usualy in you video card)
free(treeTexture.imageData); // Free The Texture Image Memory ( CHANGE )
}
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 (!LoadTreeTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
glPolygonMode( GL_BACK, GL_FILL ); // Back Face Is Solid
glPolygonMode( GL_FRONT, GL_LINE ); // Front Face Is Made Of Lines

for(int x=0; x<45; x++)
{
for(int y=0; y<45; y++)
{
points[x][y][0]=float((x/5.0f)-4.5f);
points[x][y][1]=float((y/5.0f)-4.5f);
points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
}
}

return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
int x, y;
float float_x, float_y, float_xb, float_yb;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View

glTranslatef(0.0f,0.0f,-12.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, texture);

glBegin(GL_QUADS);
for( x = 0; x < 44; x++ )
{
for( y = 0; y < 44; y++ )
{
float_x = float(x)/44.0f;
float_y = float(y)/44.0f;
float_xb = float(x+1)/44.0f;
float_yb = float(y+1)/44.0f;

glTexCoord2f( float_x, float_y);
glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

glTexCoord2f( float_x, float_yb );
glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

glTexCoord2f( float_xb, float_yb );
glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

glTexCoord2f( float_xb, float_y );
glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
}
}
glEnd();

if( wiggle_count == 2 )
{
for( y = 0; y < 45; y++ )
{
hold=points[0][y][2];
for( x = 0; x < 44; x++)
{
points[x][y][2] = points[x+1][y][2];
}
points[44][y][2]=hold;
}
wiggle_count = 0;
}

wiggle_count++;

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;

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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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_PELSWID TH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLS CREEN)!=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(&amp;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,&amp;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,&amp;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("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&amp;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(&amp;msg); // Translate The Message
DispatchMessage(&amp;msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active &amp;&amp; !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)
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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



i need to finish the project and i really want the waving flag to be in it .

thanks in advance.

Adrian B
01-19-2011, 09:49 AM
i think i posted too much code . so i will try to rephrase the whole thread...

i want to have a waving flag in my first opengl app . i found nehe`s lesson 11 , which is exactly what i m looking for. but i need to modify the code , so i can integrate it in my application. so i need to get rid of the dependency ,of nehe`s code , to the glaux library and to the bmp loader that it uses for loading the texture.

i use a tga texture loader insted of the bmp loader .
here is the code for it :


#include "stdafx.h"

#include "Texture.h"

TGAHeader tgaheader; // TGA header
TGA tga; // TGA image data

GLubyte uTGAcompare[12] = {0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte cTGAcompare[12] = {0,0,10,0,0,0,0,0,0,0,0,0}; // Compressed TGA Header

bool LoadTGA(Texture * texture, char * filename) // Load a TGA file
{
FILE * fTGA; // File pointer to texture file
fTGA = fopen(filename, "rb"); // Open file for reading

if(fTGA == NULL) // If it didn't open....
{
//MessageBox(NULL, "Could not open texture file", "ERROR", MB_OK); // Display an error message
return false; // Exit function
}

if(fread(&amp;tgaheader, sizeof(TGAHeader), 1, fTGA) == 0) // Attempt to read 12 byte header from file
{
//MessageBox(NULL, "Could not read file header", "ERROR", MB_OK); // If it fails, display an error message
if(fTGA != NULL) // Check to seeiffile is still open
{
fclose(fTGA); // If it is, close it
}
return false; // Exit function
}

if(memcmp(uTGAcompare, &amp;tgaheader, sizeof(tgaheader)) == 0) // See if header matches the predefined header of
{ // an Uncompressed TGA image
LoadUncompressedTGA(texture, filename, fTGA); // If so, jump to Uncompressed TGA loading code
}
else if(memcmp(cTGAcompare, &amp;tgaheader, sizeof(tgaheader)) == 0) // See if header matches the predefined header of
{ // an RLE compressed TGA image
LoadCompressedTGA(texture, filename, fTGA); // If so, jump to Compressed TGA loading code
}
else // If header matches neither type
{
//MessageBox(NULL, "TGA file be type 2 or type 10 ", "Invalid Image", MB_OK); // Display an error
fclose(fTGA);
return false; // Exit function
}
return true; // All went well, continue on
}

bool LoadUncompressedTGA(Texture * texture, char * filename, FILE * fTGA) // Load an uncompressed TGA (note, much of this code is based on NeHe's
{ // TGA Loading code nehe.gamedev.net)
if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) // Read TGA header
{
//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK); // Display error
if(fTGA != NULL) // if file is still open
{
fclose(fTGA); // Close it
}
return false; // Return failular
}

texture->width = tga.header[1] * 256 + tga.header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = tga.header[3] * 256 + tga.header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
texture->bpp = tga.header[4]; // Determine the bits per pixel
tga.Width = texture->width; // Copy width into local structure
tga.Height = texture->height; // Copy height into local structure
tga.Bpp = texture->bpp; // Copy BPP into local structure

if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) &amp;&amp; (texture->bpp !=32))) // Make sure all information is valid
{
//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // Check if file is still open
{
fclose(fTGA); // If so, close it
}
return false; // Return failed
}

if(texture->bpp == 24) // If the BPP of the image is 24...
texture->type = GL_RGB; // Set Image type to GL_RGB
else // Else if its 32 BPP
texture->type = GL_RGBA; // Set image type to GL_RGBA

tga.bytesPerPixel = (tga.Bpp / 8); // Compute the number of BYTES per pixel
tga.imageSize = (tga.bytesPerPixel * tga.Width * tga.Height); // Compute the total amout ofmemory needed to store data
texture->imageData = (GLubyte *)malloc(tga.imageSize); // Allocate that much memory

if(texture->imageData == NULL) // If no space was allocated
{
//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK); // Display Error
fclose(fTGA); // Close the file
return false; // Return failed
}

if(fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize) // Attempt to read image data
{
//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK); // Display Error
if(texture->imageData != NULL) // If imagedata has data in it
{
free(texture->imageData); // Delete data from memory
}
fclose(fTGA); // Close file
return false; // Return failed
}

// Byte Swapping Optimized By Steve Thomas
for(GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel)
{
texture->imageData[cswap] ^= texture->imageData[cswap+2] ^=
texture->imageData[cswap] ^= texture->imageData[cswap+2];
}

fclose(fTGA); // Close file
return true; // Return success
}

bool LoadCompressedTGA(Texture * texture, char * filename, FILE * fTGA) // Load COMPRESSED TGAs
{
if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) // Attempt to read header
{
//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // If file is open
{
fclose(fTGA); // Close it
}
return false; // Return failed
}

texture->width = tga.header[1] * 256 + tga.header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = tga.header[3] * 256 + tga.header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
texture->bpp = tga.header[4]; // Determine Bits Per Pixel
tga.Width = texture->width; // Copy width to local structure
tga.Height = texture->height; // Copy width to local structure
tga.Bpp = texture->bpp; // Copy width to local structure

if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) &amp;&amp; (texture->bpp !=32))) //Make sure all texture info is ok
{
//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK); // If it isnt...Display error
if(fTGA != NULL) // Check if file is open
{
fclose(fTGA); // Ifit is, close it
}
return false; // Return failed
}

if(texture->bpp == 24) // If the BPP of the image is 24...
texture->type = GL_RGB; // Set Image type to GL_RGB
else // Else if its 32 BPP
texture->type = GL_RGBA; // Set image type to GL_RGBA

tga.bytesPerPixel = (tga.Bpp / 8); // Compute BYTES per pixel
tga.imageSize = (tga.bytesPerPixel * tga.Width * tga.Height); // Compute amout of memory needed to store image
texture->imageData = (GLubyte *)malloc(tga.imageSize); // Allocate that much memory

if(texture->imageData == NULL) // If it wasnt allocated correctly..
{
//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK); // Display Error
fclose(fTGA); // Close file
return false; // Return failed
}

GLuint pixelcount = tga.Height * tga.Width; // Nuber of pixels in the image
GLuint currentpixel = 0; // Current pixel being read
GLuint currentbyte = 0; // Current byte
GLubyte * colorbuffer = (GLubyte *)malloc(tga.bytesPerPixel); // Storage for 1 pixel

do
{
GLubyte chunkheader = 0; // Storage for "chunk" header

if(fread(&amp;chunkheader, sizeof(GLubyte), 1, fTGA) == 0) // Read in the 1 byte header
{
//MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK); // Display Error
if(fTGA != NULL) // If file is open
{
fclose(fTGA); // Close file
}
if(texture->imageData != NULL) // If there is stored image data
{
free(texture->imageData); // Delete image data
}
return false; // Return failed
}

if(chunkheader < 128) // If the ehader is < 128, it means the that is the number of RAW color packets minus 1
{ // that follow the header
chunkheader++; // add 1 to get number of following color values
for(short counter = 0; counter < chunkheader; counter++) // Read RAW color values
{
if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Try to read 1 pixel
{
//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK); // IF we cant, display an error

if(fTGA != NULL) // See if file is open
{
fclose(fTGA); // If so, close file
}

if(colorbuffer != NULL) // See if colorbuffer has data in it
{
free(colorbuffer); // If so, delete it
}

if(texture->imageData != NULL) // See if there is stored Image data
{
free(texture->imageData); // If so, delete it too
}

return false; // Return failed
}
// write to memory
texture->imageData[currentbyte ] = colorbuffer[2]; // Flip R and B vcolor values around in the process
texture->imageData[currentbyte + 1 ] = colorbuffer[1];
texture->imageData[currentbyte + 2 ] = colorbuffer[0];

if(tga.bytesPerPixel == 4) // if its a 32 bpp image
{
texture->imageData[currentbyte + 3] = colorbuffer[3]; // copy the 4th byte
}

currentbyte += tga.bytesPerPixel; // Increase thecurrent byte by the number of bytes per pixel
currentpixel++; // Increase current pixel by 1

if(currentpixel > pixelcount) // Make sure we havent read too many pixels
{
//MessageBox(NULL, "Too many pixels read", "ERROR", NULL); // if there is too many... Display an error!

if(fTGA != NULL) // If there is a file open
{
fclose(fTGA); // Close file
}

if(colorbuffer != NULL) // If there is data in colorbuffer
{
free(colorbuffer); // Delete it
}

if(texture->imageData != NULL) // If there is Image data
{
free(texture->imageData); // delete it
}

return false; // Return failed
}
}
}
else // chunkheader > 128 RLE data, next color reapeated chunkheader - 127 times
{
chunkheader -= 127; // Subteact 127 to get rid of the ID bit
if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Attempt to read following color values
{
//MessageBox(NULL, "Could not read from file", "ERROR", MB_OK); // If attempt fails.. Display error (again)

if(fTGA != NULL) // If thereis a file open
{
fclose(fTGA); // Close it
}

if(colorbuffer != NULL) // If there is data in the colorbuffer
{
free(colorbuffer); // delete it
}

if(texture->imageData != NULL) // If thereis image data
{
free(texture->imageData); // delete it
}

return false; // return failed
}

for(short counter = 0; counter < chunkheader; counter++) // copy the color into the image data as many times as dictated
{ // by the header
texture->imageData[currentbyte ] = colorbuffer[2]; // switch R and B bytes areound while copying
texture->imageData[currentbyte + 1 ] = colorbuffer[1];
texture->imageData[currentbyte + 2 ] = colorbuffer[0];

if(tga.bytesPerPixel == 4) // If TGA images is 32 bpp
{
texture->imageData[currentbyte + 3] = colorbuffer[3]; // Copy 4th byte
}

currentbyte += tga.bytesPerPixel; // Increase current byte by the number of bytes per pixel
currentpixel++; // Increase pixel count by 1

if(currentpixel > pixelcount) // Make sure we havent written too many pixels
{
//MessageBox(NULL, "Too many pixels read", "ERROR", NULL); // if there is too many... Display an error!

if(fTGA != NULL) // If there is a file open
{
fclose(fTGA); // Close file
}

if(colorbuffer != NULL) // If there is data in colorbuffer
{
free(colorbuffer); // Delete it
}

if(texture->imageData != NULL) // If there is Image data
{
free(texture->imageData); // delete it
}

return false; // Return failed
}
}
}
}

while(currentpixel < pixelcount); // Loop while there are still pixels left
fclose(fTGA); // Close the file
return true; // return success
}



and the upper code , the tga loader , is ment to replace nehe`s bmp loader , which is :


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
}



and also i replace the texture loader function from nehe , which is :


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("Data/Tim.bmp"))
{
Status=TRUE; // Set The Status To TRUE

glGenTextures(1, &amp;texture[0]); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
}

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
}

return Status; // Return The Status
}


with this function :


bool LoadTreeTextures()
{
int Status=FALSE; // Status Indicator

// first of all we call the tga file loader. It doesn't do anything special: it fills the Texture struct with information about
// the image (height, width, bits per pixel). You can easily replace it with a function to load bmps or jpegs.
// The important thing is do load the image corectly in the structure you give it
if (LoadTGA(&amp;treeTexture, "Data/Tim.tga"))
{
// This tells opengl to create 1 texture and put it's ID in the given integer variable
// OpenGL keeps a track of loaded textures by numbering them: the first one you load is 1, second is 2, ...and so on.

Status=TRUE; // Set The Status To TRUE

glGenTextures(1, &amp;treeTexture.texID);
// Binding the texture to GL_TEXTURE_2D is like telling OpenGL that the texture with this ID is now the current 2D texture in use
// If you draw anything the used texture will be the last binded texture
glBindTexture(GL_TEXTURE_2D, treeTexture.texID);
// This call will actualy load the image data into OpenGL and your video card's memory. The texture is allways loaded into the current texture
// you have selected with the last glBindTexture call
// It asks for the width, height, type of image (determins the format of the data you are giveing to it) and the pointer to the actual data
glTexImage2D(GL_TEXTURE_2D, 0, treeTexture.bpp / 8, treeTexture.width, treeTexture.height, 0, treeTexture.type, GL_UNSIGNED_BYTE, treeTexture.imageData);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
glEnable(GL_TEXTURE_2D);
if (treeTexture.imageData)
{
// You can now free the image data that was allocated by LoadTGA
// You don't want to keep a few Mb of worthless data on heap. It's worthless because OpenGL stores the image someware else after
// you call glTexImage2D (usualy in you video card)
free(treeTexture.imageData); // Free The Texture Image Memory ( CHANGE )
}
return Status;
} // Return The Status

and after replacing these things . i get an initialization error meaning that the initGL function is causing it .

this is the initGL function :


int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadTreeTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
glPolygonMode( GL_BACK, GL_FILL ); // Back Face Is Solid
glPolygonMode( GL_FRONT, GL_LINE ); // Front Face Is Made Of Lines

for(int x=0; x<45; x++)
{
for(int y=0; y<45; y++)
{
points[x][y][0]=float((x/5.0f)-4.5f);
points[x][y][1]=float((y/5.0f)-4.5f);
points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
}
}

return TRUE; // Initialization Went OK
}


the flag is an animated, sine-wave picture. composed of a grid that has 45 points by 45 points, which in turn makes 44 quads x 44 quads. the var wiggle_count is used to keep track of how fast the texture waves.

i would apreciate very much if someone could point me what s wrong . thanks