OpenGL szczescian z teksturami

0

Próbuje zrobić kostkę z sześcioma różnymi teksturami. Jednak po kompilacji jest tylko biała kostka bez tekstur. Jak myślicie gdzie jest błąd bo szczerze mówiąc to już nie mam pojęcia co z tym jest nie tak

 #define _CRT_SECURE_NO_DEPRECATE
#include "stdafx.h"
#include	<windows.h>
#include	<stdio.h>
#include	<gl\gl.h>	
#include	<gl\glu.h>
#include	<gl\glut.h>
#include	<gl\glext.h>
#include	<gl\glaux.h>
 
 
HDC		hDC=NULL;
HGLRC		hRC=NULL;
HWND		hWnd=NULL;
HINSTANCE	hInstance;		
 
bool	keys[256];	
bool	active=TRUE;
bool	fullscreen=TRUE;
bool    blend;
bool	light;	
bool	bp;
bool	lp;
bool	fp;
bool    sp;
 
int	part1;
int	part2;
int	p1=0;	
int	p2=1;	
 
GLfloat	xrot;
GLfloat	yrot;
GLfloat xspeed;
GLfloat yspeed;
 
GLfloat	z=-5.0f;								// Depth Into The Screen
 
GLUquadricObj *quadratic;				// Storage For Our Quadratic Objects ( NEW )
 
GLfloat LightAmbient[]=  { 0.5f, 0.5f, 0.5f, 1.0f };	// Ambient Light Values
GLfloat LightDiffuse[]=	 { 1.0f, 1.0f, 1.0f, 1.0f };	// Diffuse Light Values
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };	// Light Position
 
GLuint	cubeMap[6];
 
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc
 
GLvoid glDrawCube()					// Draw A Cube
{
		glBegin(GL_QUADS);			// Start Drawing Quads
		// Front Face
		glNormal3f( 0.0f, 0.0f, 0.1f);		// Normal Facing Forward
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad
		// Back Face
		glNormal3f( 0.0f, 0.0f,-0.1f);		// Normal Facing Away
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad
		// Top Face
		glNormal3f( 0.0f, 0.1f, 0.0f);		// Normal Facing Up
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
		// Bottom Face
		glNormal3f( 0.0f,-0.1f, 0.0f);		// Normal Facing Down
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Top Left Of The Texture and Quad
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
		// Right face
		glNormal3f( 0.1f, 0.0f, 0.0f);		// Normal Facing Right
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
		// Left Face
		glNormal3f(-0.1f, 0.0f, 0.0f);		// Normal Facing Left
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
	glEnd();					// Done Drawing Quads
}
 
 
 
 
 
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
	}
 
	fopen_s(&File,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[6];					// Create Storage Space For The Texture
 
	memset(TextureImage,0,sizeof(void *)*6);  		         	// Set The Pointer To NULL
 
	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if ((TextureImage[0]=LoadBMP("Data/1231.bmp")) &&
		(TextureImage[1]=LoadBMP("Data/1234.bmp")) &&
	    (TextureImage[2]=LoadBMP("Data/4321")) &&
		(TextureImage[3]=LoadBMP("1111.bmp")) &&
	    (TextureImage[4]=LoadBMP("2222.bmp")) &&
		(TextureImage[5]=LoadBMP("3333.bmp")))
	{
		Status=TRUE;							// Set The Status To TRUE
 
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X,0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X,0, GL_RGB, TextureImage[1]->sizeX, TextureImage[1]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y,0, GL_RGB, TextureImage[2]->sizeX, TextureImage[2]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,0, GL_RGB, TextureImage[3]->sizeX, TextureImage[3]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[3]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z,0, GL_RGB, TextureImage[4]->sizeX, TextureImage[4]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[4]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,0, GL_RGB, TextureImage[5]->sizeX, TextureImage[5]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[5]->data);
 
		for (int loop=0; loop<6; loop++)
		{
	        if (TextureImage[loop])						// If Texture Exists
		    {
			        if (TextureImage[loop]->data)			// If Texture Image Exists
				    {
					        delete(TextureImage[loop]->data);	// Free The Texture Image Memory
					}
					delete(TextureImage[loop]);		// 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
	{
		return FALSE;							// If Texture Didn't Load Return FALSE
	}
 
	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	
 
	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);				// Setup The Ambient Light
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);				// Setup The Diffuse Light
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);			// Position The Light
 
	glEnable(GL_LIGHT1);
 
	//GL_REFLECTION_MAP for s,t,r texture coordinates
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
	glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
 
    //quadratic=gluNewQuadric();			// Create A Pointer To The Quadric Object ( NEW )
	//gluQuadricNormals(quadratic, GLU_SMOOTH);	// Create Smooth Normals ( NEW )
	//gluQuadricTexture(quadratic, GL_TRUE);		// Create Texture Coords ( NEW )
 
	return TRUE;								// Initialization Went OK
}
 
int DrawGLScene(GLvoid)								// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();					// Reset The View
 
	//glEnable(GL_TEXTURE_CUBE_MAP);
	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_GEN_T);
	glEnable(GL_TEXTURE_GEN_R);
 
	glTranslatef(0.0f,0.0f,z);				// Translate Into The Screen
 
	glPushMatrix();
	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);
 
	glDrawCube();
 
	glPopMatrix();
 
	//glDisable(GL_TEXTURE_CUBE_MAP);
	glDisable(GL_TEXTURE_GEN_S);
	glDisable(GL_TEXTURE_GEN_T);
	glDisable(GL_TEXTURE_GEN_R);
 
	xrot+=xspeed;
	yrot+=yspeed;
 
	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 && !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 && !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
	}
}
```cpp

```

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 Move, 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(&wc))						// Attempt To Register The Window Class
{
	MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;							// Exit And Return FALSE
}

if (fullscreen)								// Attempt Fullscreen Mode?
{

	DEVMODE dmScreenSettings;					// Device Mode
	memset(&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_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
	{
		// If The Mode Fails, Offer Two Options.  Quit Or Run In A Window.
		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;				// Select Windowed Mode (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;					// Exit And 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(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

if (!(hWnd=CreateWindowEx(dwExStyle,	// Extended Style For The Window
				"OpenGL",				// Class Name
				title,					// Window Title
				WS_CLIPSIBLINGS |			// Required Window Style
				WS_CLIPCHILDREN |			// Required Window Style
				dwStyle,				// Selected Window Style
				0, 0,					// Window Position
				WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width
				WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height
				NULL,					// No Parent Window
				NULL,					// No Menu
				hInstance,				// Instance
				NULL)))					// Don't Pass Anything To WM_CREATE
{
	KillGLWindow();							// Reset The Display
	MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;							// Return FALSE
}

////////////////////////////////////////////////////////////////////
* The next section of code describes a Pixel Format. We choose   *
* a format that supports OpenGL and double buffering, along with *
* RGBA (red, green, blue, alpha channel). We try to find a pixel *
* format that matches the bits we decided on (16bit,24bit,32bit).*
* Finally we set up a 16bit Z-Buffer. The remaining parameters   *
* are either not used or are not important (aside from the		  *
* stencil buffer and the (slow) accumulation buffer). 			  *
////////////////////////////////////////////////////////////////////
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
	32,								// 32Bit 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,&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,&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,UINT uMsg, WPARAM wParam, LPARAM lParam)
{

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("OpenGL Test",1024,786,32,/*fullscreen*/false))
{
	return 0;							// Quit If Window Was Not Created
}

while(!done)								// Loop That Runs Until done=TRUE
{
	if (PeekMessage(&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(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
	}
	else								// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if (active)						// Program Active?
		{
			if (keys[VK_ESCAPE])				// Was ESC Pressed?
			{
				done=TRUE;				// ESC Signalled A Quit
			}
			else						// Not Time To Quit, Update Screen
			{
				DrawGLScene();				// Draw The Scene
				SwapBuffers(hDC);			// Swap Buffers (Double Buffering)
				if (keys['L'] && !lp)				// L Key Being Pressed Not Held?
				{
					lp=TRUE;				// lp Becomes TRUE
					light=!light;				// Toggle Light TRUE/FALSE
					if (!light)				// If Not Light
					{
						glDisable(GL_LIGHTING);		// Disable Lighting
					}
					else					// Otherwise
					{
						glEnable(GL_LIGHTING);		// Enable Lighting
					}
				}
				if (!keys['L'])					// Has L Key Been Released?
				{
					lp=FALSE;				// If So, lp Becomes FALSE
				}
				if (!keys['F'])					// Has F Key Been Released?
				{
					fp=FALSE;				// If So, fp Becomes FALSE
				}
				if (keys[VK_PRIOR])				// Is Page Up Being Pressed?
				{
					z-=0.02f;				// If So, Move Into The Screen
				}

				if (keys[VK_NEXT])				// Is Page Down Being Pressed?
				{
					z+=0.02f;				// If So, Move Towards The Viewer
				}
				if (keys[VK_UP])				// Is Up Arrow Being Pressed?
				{
					xspeed-=0.001f;				// If So, Decrease xspeed
				}
				if (keys[VK_DOWN])				// Is Down Arrow Being Pressed?
				{
					xspeed+=0.001f;				// If So, Increase xspeed
				}
				if (keys[VK_RIGHT])				// Is Right Arrow Being Pressed?
				{
					yspeed+=0.001f;				// If So, Increase yspeed
				}
				if (keys[VK_LEFT])				// Is Left Arrow Being Pressed?
				{
					yspeed-=0.001f;				// If So, Decrease yspeed
				}
				if (keys['B'] && !bp)				// Is B Key Pressed And bp FALSE?
				{
					bp=TRUE;				// If So, bp Becomes TRUE
					blend = !blend;				// Toggle blend TRUE / FALSE	
					if(blend)				// Is blend TRUE?
					{
						glEnable(GL_BLEND);		// Turn Blending On
						glDisable(GL_DEPTH_TEST);	// Turn Depth Testing Off
					}
					else					// Otherwise
					{
						glDisable(GL_BLEND);		// Turn Blending Off
						glEnable(GL_DEPTH_TEST);	// Turn Depth Testing On
					}
				}
				if (!keys['B'])					// Has B Key Been Released?
				{
					bp=FALSE;				// If So, bp Becomes FALSE
				}
				if (!keys[' '])			// Has The Spacebar Been Released?
				{
					sp=FALSE;		// If So, Set sp To FALSE
				}
				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("Cube Mapping",1024,769,32,fullscreen))
					{
						return 0;			// Quit If Window Was Not Created
					}
				}
			}
		}
	}
}

gluDeleteQuadric(quadratic);
KillGLWindow();								// Kill The Window
return (msg.wParam);							// Exit The Program

}

0

Wrzuciłeś kod na jakieś 9 stron, nie ma szans na sensowne analizowanie tego w całości przez kogoś obcego.

Ale w twoim kodzie nie ma nigdzie:

  1. glEnable(GL_TEXTURE_2D)
  2. glBindTexture
  3. kto wie czego jeszcze
0

Do takich zabaw może lepiej użyć GLUT'a??
Odpada cały crap związany z obsługą systemu/okien.

1 użytkowników online, w tym zalogowanych: 0, gości: 1