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OpenGL Discussion :

Texture avec Cube mapping


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OpenGL

  1. #1
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    Par défaut Texture avec Cube mapping
    Bonjour à tous,
    Je suis entrain d'apprendre l'OpenGL et on me demande de faire du cube mapping. J'ai compris le principe de cette technique mais comme je ne connais pas grand chose à ça je ne vois pas du tout ou est le problème dans ce petit programme que j'ai fais.
    En effet, ce programme devrait m'afficher un cube avec sur fond noir avec l'effet cube mapping dessus. Le cube apparait bien mais tout blanc. Pourriez-vous m'aider s'il vous plait car mon boss commence à s'impatienter

    Voici le code :

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    #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/hotdesert_positive_x.bmp")) &&
    		(TextureImage[1]=LoadBMP("Data/hotdesert_negative_x.bmp")) &&
    	    (TextureImage[2]=LoadBMP("Data/hotdesert_positive_y.bmp")) &&
    		(TextureImage[3]=LoadBMP("Data/hotdesert_negative_y.bmp")) &&
    	    (TextureImage[4]=LoadBMP("Data/hotdesert_positive_z.bmp")) &&
    		(TextureImage[5]=LoadBMP("Data/hotdesert_negative_z.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
    	}
    }
     
     
     
     
    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
    }
    Je vous remercie d'avance pour votre temps que vous consacrer à mon petit soucis.
    C'est pas dur, en informatique quand y a un problème, dans la majorité des cas il se trouve entre la chaise et le clavier...

  2. #2
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    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    // 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);
    Les glTexCoord2f, ça ne devrait pas plutôt être des glTexCoord3f ?

  3. #3
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    Citation Envoyé par LyX60 Voir le message
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    // 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);
    Les glTexCoord2f, ça ne devrait pas plutôt être des glTexCoord3f ?
    bin je veux bien mais qu'est-ce que je met en parametre x,y et z ? la je comprend pour glTexCoord2f(x, y) mais apres pour glTexCoord3f(x, y, z) que veut dire le z ?
    C'est pas dur, en informatique quand y a un problème, dans la majorité des cas il se trouve entre la chaise et le clavier...

  4. #4
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    Bah par exemple pour la face des x negatifs:
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    glBegin(GL_QUADS);
    glTexCoord3f(-1.f, -1.f, -1.f); glVertex3f(-1.f, -1.f, -1.f);
    glTexCoord3f(-1.f, 1.f, -1.f);  glVertex3f(-1.f, 1.f, -1.f);
    glTexCoord3f(-1.f, 1.f, 1.f);   glVertex3f(-1.f, 1.f, 1.f);
    glTexCoord3f(-1.f, -1.f, 1.f); glVertex3f(-1.f, -1.f, 1.f);
    glEnd();

  5. #5
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    Pour faire du Cube mapping il te faut créer une texture cubemap comme une texture 2D dans ton initialisation.

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    static unsigned char *CubeTextureData[6];
    GLenum CubeMapPos[6] = 
    {    
    	GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT,//0
    	GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT,//1	
    	GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT,//2
    	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT,//3 
    	GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT,//4
    	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT,//5
    };
     
    ...
     
    void init ()
    {
    	glEnable(GL_DEPTH_TEST);
    	glShadeModel (GL_SMOOTH);
    	glEnable(GL_COLOR_MATERIAL);
    	glEnable(GL_NORMALIZE);			
     
     
    	glGenTextures(1, &CubeMapID);
    	glBindTexture(GL_TEXTURE_CUBE_MAP, CubeMapID);
     
    	for (int i = 0; i < 6; i++)
    		glTexImage2D(CubeMapPos[i],0, GL_RGBA, CUBE_MAP_SIZE, CUBE_MAP_SIZE,0 , GL_RGBA, GL_UNSIGNED_BYTE, CubeTextureData[i]);
     
    	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    	glEnable(GL_TEXTURE_GEN_S);
    	glEnable(GL_TEXTURE_GEN_T);
    	glEnable(GL_TEXTURE_GEN_R);
    	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);
    }
     
    void affichage ()
    {
    ...
    glEnable(GL_TEXTURE_CUBE_MAP);
    glBindTexture(GL_TEXTURE_CUBE_MAP,CubeMapID);
    //glutSolidSphere(1.0,30,30);
    glutSolidCube(1.0);
    glDisable (GL_TEXTURE_GEN_S);
    glDisable (GL_TEXTURE_GEN_T);
    glDisable (GL_TEXTURE_GEN_R);
    }
    Tu peut aussi passer par un shader, c'est encore plus simple !

  6. #6
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    Super ca marche niquel, le soucis venait déjà que j'avais mis en commentaire glEnable(GL_TEXTURE_CUBE_MAP) puis quelque probleme dans le parametrage de mes textures.

    Merci beaucoup vous etes des chef
    C'est pas dur, en informatique quand y a un problème, dans la majorité des cas il se trouve entre la chaise et le clavier...

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    Dernier message: 01/05/2004, 15h20
  5. Problème avec memory mapping
    Par gemai dans le forum C
    Réponses: 13
    Dernier message: 04/07/2003, 09h50

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