Creating a simple 3D world with Floor Co Ordinates

Hello,
I’m new to OpenGL programming. I planned to develop a 3D World.
I’m trying to render a floor right now by rendering 24-bit BMP images.
I’m trying to use as less number of files as possible to define all functions.

When I execute the program, the window crashes saying “Ts3.exe” has stopped executing.
The compile log status is :
Compiler: Default compiler
Building Makefile: “E:\Graphics Project\TS\Ts3\Makefile.win”
Executing make…
make.exe -f “E:\Graphics Project\TS\Ts3\Makefile.win” all
make.exe: Nothing to be done for `all’.

Execution terminated
Compilation successful

The Code That I have used is:

Ts3.cpp
#include<GL/glut.h>
#include<GL/gl.h>
#include <iostream>
#include <stdlib.h>
#include “imageloader.h”
#define floorQuadPoints 48
#define NUM_TEXTURES 38

using namespace std;
static GLuint TexID[NUM_TEXTURES];
const GLfloat startFloorPosition[3] = { 0.0, 0.0, 0.0 };

const GLfloat FloorQuadVerticies[floorQuadPoints][3] = {
{ 0.0, 0.0, 0.0 },
{ -4.0, 0.0, 0.0 },
{ -4.0, 0.0, -2.5 },
{ 0.0, 0.0, -2.5 },

{ -3.0, 0.0, -2.5 },
{ -4.0, 0.0, -9.5 },
{ 0.0, 0.0, -16.5},
{ 0.0, 0.0, -2.5 },

{ -4.0, 0.0, -9.5 },
{ -7.0, 0.0, -9.5 },
{ -7.0, 0.0, -14.5},
{ 0.0, 0.0, -16.5},

{ -7.0, 0.0, -14.5},
{ -9.0, 0.0, -22.5},
{ -2.0, 0.0, -22.5},
{ 0.0, 0.0, -16.5},

{ -2.0, 0.0, -22.5},
{ 3.0, 0.0, -22.5},
{ 3.0, 0.0, -16.5},
{ 0.0, 0.0, -16.5},

{ -9.0, 0.0, -22.5},
{-11.0, 0.0, -23.5},
{ -7.0, 0.0, -25.5},
{ -2.0, 0.0, -22.5},

{-11.0, 0.0, -23.5},
{-13.0, 0.0, -23.5},
{-13.0, 0.0, -25.5},
{ -7.0, 0.0, -25.5},

{ -7.0, 0.0, -25.5},
{ -7.0, 0.0, -28.5},
{ -3.0, 0.0, -28.5},
{ -2.0, 0.0, -22.5},

{ -7.0, 0.0, -28.5},
{ -7.0, 0.0, -44.5},
{ -5.0, 0.0, -44.5},
{ -5.0, 0.0, -28.5},

{ -7.0, 0.0, -44.5},
{ -7.0, 0.0, -49.5},
{ -4.0, 0.0, -49.5},
{ -5.0, 0.0, -44.5},

{ -7.0, 0.0, -49.5},
{ -4.0, 0.0, -49.5},
{ -5.0, 0.0, -52.5},
{ -7.0, 0.0, -52.5},

{ -7.0, 0.0, -52.5},
{ -7.0, 0.0, -70.5},
{ -5.0, 0.0, -70.5},
{ -5.0, 0.0, -52.5}};

static inline void glTranslatefv(const GLfloat array[3])
{
glTranslatef( array[0], array[1], array[2] );
};
void mapTextures(int i)
{
GLfloat x;
GLfloat z;

x = FloorQuadVerticies[i][0];
z = FloorQuadVerticies[i][2];
glTexCoord2f(x, z);
glVertex3fv(FloorQuadVerticies[i]);
x = FloorQuadVerticies[i+1][0];
z = FloorQuadVerticies[i+1][2];
glTexCoord2f(x, z);
glVertex3fv(FloorQuadVerticies[i+1]);
x = FloorQuadVerticies[i+2][0];
z = FloorQuadVerticies[i+2][2];
glTexCoord2f(x, z);
glVertex3fv(FloorQuadVerticies[i+2]);
x = FloorQuadVerticies[i+3][0];
z = FloorQuadVerticies[i+3][2];
glTexCoord2f(x, z);
glVertex3fv(FloorQuadVerticies[i+3]);
}

void render(GLuint* TexID)
{
int firstFloorOffset = 20;
int secondFloorOffset = 32;
float ventWidth = 0.3;

glTranslatefv(startFloorPosition);

// Map the first third of the floor
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, TexID[3]);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
for (int i = 0; i < firstFloorOffset; i+=4) {
glPushMatrix();
glNormal3f(0.0,1.0,0.0);
mapTextures(i);
glPopMatrix();
}
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();

// Map the first third of the floor
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, TexID[1]);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
for (int i = firstFloorOffset; i < secondFloorOffset; i+=4) {
glPushMatrix();
glNormal3f(0.0,1.0,0.0);
mapTextures(i);
glPopMatrix();
}
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();

// Now use the next texture to map the rest of the floor
glPushMatrix();
glBindTexture(GL_TEXTURE_2D,TexID[2]);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
for (int i = secondFloorOffset; i < floorQuadPoints; i+=4) {
glPushMatrix();
glNormal3f(0.0,1.0,0.0);
mapTextures(i);
glPopMatrix();
}
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();

// Undo the translation at the start of the function
glTranslatefv(startFloorPosition);

}

GLuint loadTexture(Image* image)
{
GLuint textureId;
glGenTextures(1, &textureId); //Make room for our texture
glBindTexture(GL_TEXTURE_2D, textureId); //Tell OpenGL which texture to edit
//Map the image to the texture
glTexImage2D(GL_TEXTURE_2D, //Always GL_TEXTURE_2D
0, //0 for now
GL_RGB, //Format OpenGL uses for image
image->width, image->height, //Width and height
0, //The border of the image
GL_RGB, //GL_RGB, because pixels are stored in RGB format
GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored
//as unsigned numbers
image->pixels); //The actual pixel data
return textureId; //Returns the id of the texture
}

void DrawInit(void)
{
// OpenGL one-time initialisation
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
// Set the shader to smooth shader
/* glShadeModel (GL_SMOOTH);
glDepthFunc(GL_LEQUAL);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

// This will give the textures a transparent look
// Enable Blending
glEnable(GL_BLEND);
// Enable Alpha Blending
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);*/
glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glGenTextures( NUM_TEXTURES, TexID );

Image* image = loadBMP(“ground124.bmp”);
TexID[0] = loadTexture(image);
delete image;

Image* image1 = loadBMP(“ground224.bmp”);
TexID[1] = loadTexture(image1);
delete image1;

Image* image2 = loadBMP(“ground324.bmp”);
TexID[2] = loadTexture(image2);
delete image2;

Image* image3 = loadBMP(“vent24.bmp”);
TexID[3] = loadTexture(image3);
delete image3;

}

void display(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
render(TexID);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D(0, 500, 0, 500 );
glMatrixMode( GL_MODELVIEW );
glutPostRedisplay();
glutSwapBuffers();
}

void myReshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (float)w / (float)h, 1.0, 200.0);
}

int main (int argc, char **argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_RGB| GLUT_DOUBLE | GLUT_DEPTH);
//glutInitWindowPosition (0,0);
DrawInit();
glutInitWindowSize(500,500);
glutDisplayFunc(display);
glutReshapeFunc(myReshape);
glutCreateWindow(“Test Window”);
glutSwapBuffers();
glutMainLoop();
return 0;
}

ImageLoader.cpp

#include <assert.h>
#include <fstream>

#include “imageloader.h”

using namespace std;

Image::Image(char* ps, int w, int h) : pixels(ps), width(w), height(h) {

}

Image::~Image() {
delete[] pixels;
}

namespace {
//Converts a four-character array to an integer, using little-endian form
int toInt(const char* bytes) {
return (int)(((unsigned char)bytes[3] << 24) |
((unsigned char)bytes[2] << 16) |
((unsigned char)bytes[1] << 8) |
(unsigned char)bytes[0]);
}

//Converts a two-character array to a short, using little-endian form
short toShort(const char* bytes) {
return (short)(((unsigned char)bytes[1] << 8) |
(unsigned char)bytes[0]);
}

//Reads the next four bytes as an integer, using little-endian form
int readInt(ifstream &input) {
char buffer[4];
input.read(buffer, 4);
return toInt(buffer);
}

//Reads the next two bytes as a short, using little-endian form
short readShort(ifstream &input) {
char buffer[2];
input.read(buffer, 2);
return toShort(buffer);
}

//Just like auto_ptr, but for arrays
template<class T>
class auto_array {
private:
T* array;
mutable bool isReleased;
public:
explicit auto_array(T* array_ = NULL) :
array(array_), isReleased(false) {
}

auto_array(const auto_array<T> &aarray) {
array = aarray.array;
isReleased = aarray.isReleased;
aarray.isReleased = true;
}

~auto_array() {
if (!isReleased && array != NULL) {
delete[] array;
}
}

T* get() const {
return array;
}

T &operator*() const {
return *array;
}

void operator=(const auto_array<T> &aarray) {
if (!isReleased && array != NULL) {
delete[] array;
}
array = aarray.array;
isReleased = aarray.isReleased;
aarray.isReleased = true;
}

T* operator->() const {
return array;
}

T* release() {
isReleased = true;
return array;
}

void reset(T* array_ = NULL) {
if (!isReleased && array != NULL) {
delete[] array;
}
array = array_;
}

T* operator+(int i) {
return array + i;
}

T &operator[](int i) {
return array[i];
}
};
}

Image* loadBMP(const char* filename) {
ifstream input;
input.open(filename, ifstream::binary);
assert(!input.fail() || !“Could not find file”);
char buffer[2];
input.read(buffer, 2);
assert(buffer[0] == ‘B’ && buffer[1] == ‘M’ || !“Not a bitmap file”);
input.ignore(8);
int dataOffset = readInt(input);

//Read the header
int headerSize = readInt(input);
int width;
int height;
switch(headerSize) {
case 40:
//V3
width = readInt(input);
height = readInt(input);
input.ignore(2);
assert(readShort(input) == 24 || !“Image is not 24 bits per pixel”);
assert(readShort(input) == 0 || !“Image is compressed”);
break;
case 12:
//OS/2 V1
width = readShort(input);
height = readShort(input);
input.ignore(2);
assert(readShort(input) == 24 || !“Image is not 24 bits per pixel”);
break;
case 64:
//OS/2 V2
assert(!“Can’t load OS/2 V2 bitmaps”);
break;
case 108:
//Windows V4
assert(!“Can’t load Windows V4 bitmaps”);
break;
case 124:
//Windows V5
assert(!“Can’t load Windows V5 bitmaps”);
break;
default:
assert(!“Unknown bitmap format”);
}

//Read the data
int bytesPerRow = ((width * 3 + 3) / 4) * 4 - (width * 3 % 4);
int size = bytesPerRow * height;
auto_array<char> pixels(new char[size]);
input.seekg(dataOffset, ios_base::beg);
input.read(pixels.get(), size);

//Get the data into the right format
auto_array<char> pixels2(new char[width * height * 3]);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
for(int c = 0; c < 3; c++) {
pixels2[3 * (width * y + x) + c] =
pixels[bytesPerRow * y + 3 * x + (2 - c)];
}
}
}

input.close();
return new Image(pixels2.release(), width, height);
}

ImageLoader.h

#ifndef IMAGE_LOADER_H_INCLUDED
#define IMAGE_LOADER_H_INCLUDED

class Image {
public:
Image(char* ps, int w, int h);
~Image();

char* pixels;
int width;
int height;
};

//Reads a bitmap image from file.
Image* loadBMP(const char* filename);

I have attached the BMP image files that I have used.
http://i43.tinypic.com/14l35tw.jpg //Ground1
http://i42.tinypic.com/2ujm64y.jpg //Ground2
http://i39.tinypic.com/2dlrq15.jpg //Ground3

Please help me in solving these problems as soon as possible as I have very few days to submit this assignment.

Thanks.

Please read : http://www.opengl.org/discussion_boards/…an=2#Post305969

And act accordingly.
If you want people to help you, you have to help them help you.