Salut a tous,

Voila je travail sur un code, mais étrangement lorsque je le compile le bougre me sort sa comme erreur, j'ai tenté moult astuce mais en vain rien ne change si vous auriez une idée je suis preneur!
Merci encore de votre aide.

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include <windows.h>
#include <GL/gl.h>			// Header File For The OpenGL32 Library
#include <GL/glu.h>			// Header File For The GLu32 Library
#include <GL/glut.h>
#include <math.h>
#include "jpeglib.h"
#include <iostream.h>
using namespace std;
#include <stdio.h>
#include <stdlib.h>
#pragma comment(lib, "lib/jpeg.lib")
 
#define SKYFRONT 0						// Give Front ID = 0
#define SKYBACK  1						// Give Back  ID = 1
#define SKYLEFT  2						// Give Left  ID = 2
#define SKYRIGHT 3						// Give Right ID = 3
#define SKYUP    4						// Give Up    ID = 4
#define SKYDOWN  5						// Give Down  ID = 5
UINT SkyboxTexture[6];
#define CAMERASPEED	0.03f // The Camera Speed
#define GL_CLAMP_TO_EDGE	0x812F		// Define this for glTexParameteri
 
const int WINDOW_WIDTH = 1280;
const int WINDOW_HEIGHT = 720;
const char *WINDOW_TITLE = "Triangles ";
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										JPEG TEXTURE LOADER
/////////////////////////////////////////////////////////////////////////////////////////////////
void JPEG_Skybox(UINT textureArray[], LPSTR strFileName, int ID)
{
	if(!strFileName)	return;
 
	tImageJPG *pBitMap = Load_JPEG(strFileName);
 
	if(pBitMap == NULL)	exit(0);
 
	glGenTextures(1, &textureArray[ID]);
	glBindTexture(GL_TEXTURE_2D, textureArray[ID]);
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitMap->sizeX, pBitMap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitMap->data);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
 
	if (pBitMap)
	{
		if (pBitMap->data)
		{
			free(pBitMap->data);
		}
		free(pBitMap);
	}
}
 
 
//////////////////////////////////////
//The tVector3 Struct
//////////////////////////////////////
typedef struct tVector3					// expanded 3D vector struct
{
	tVector3() {}	// constructor
	tVector3(float new_x, float new_y, float new_z) // initialize constructor
	{
		x = new_x;
		y = new_y;
		z = new_z;
	}
	// overload + operator so that we easier can add vectors
	tVector3 operator+(tVector3 vVector) {
		return tVector3(vVector.x + x, vVector.y + y, vVector.z + z);
	}
	// overload - operator that we easier can subtract vectors
	tVector3 operator-(tVector3 vVector) {
		return tVector3(x - vVector.x, y - vVector.y, z - vVector.z);
	}
	// overload * operator that we easier can multiply by scalars
	tVector3 operator*(float number){
		return tVector3(x*number, y*number, z*number);
	}
	// overload / operator that we easier can divide by a scalar
	tVector3 operator/(float number){
		return tVector3(x / number, y / number, z / number);
	}
 
	float x, y, z;						// 3D vector coordinates
}tVector3;
 
 
    tVector3 mPos;
    tVector3 mView;
    tVector3 mUp;
 
	int mWindowWidth;
	int mWindowHeight;
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CCAMERA POSITION CAMERA
/////////////////////////////////////////////////////////////////////////////////////////////////
void Position_Camera(float pos_x, float pos_y, float pos_z,
	float view_x, float view_y, float view_z,
	float up_x, float up_y, float up_z)
{
	tVector3 vPos = tVector3(pos_x, pos_y, pos_z);
	tVector3 vView = tVector3(view_x, view_y, view_z);
	tVector3 vUp = tVector3(up_x, up_y, up_z);
 
	mPos = vPos;							// set the position
	mView = vView;							// set the view
	mUp = vUp;							// set the up vector
}
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CCAMERA MOVE CAMERA
/////////////////////////////////////////////////////////////////////////////////////////////////
void Move_Camera(float cameraspeed)
{
	tVector3 vVector = tVector3(0, 0, 0);		// init a new view vector
	vVector = mView - mPos;					// Get the view vector
 
	// forward positive cameraspeed and backward negative -cameraspeed.
	mPos.x = mPos.x + vVector.x * cameraspeed;
	mPos.z = mPos.z + vVector.z * cameraspeed;
	mView.x = mView.x + vVector.x * cameraspeed;
	mView.z = mView.z + vVector.z * cameraspeed;
}
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CCAMERA ROTATE VIEW
/////////////////////////////////////////////////////////////////////////////////////////////////
void Rotate_View(float x, float y, float z)
{
	tVector3 vVector = mView - mPos;
 
	if (x)
	{
		mView.z = (float)(mPos.z + sin(x)*vVector.y + cos(x)*vVector.z);
		mView.y = (float)(mPos.y + cos(x)*vVector.y - sin(x)*vVector.z);
	}
	if (y)
	{
		mView.z = (float)(mPos.z + sin(y)*vVector.x + cos(y)*vVector.z);
		mView.x = (float)(mPos.x + cos(y)*vVector.x - sin(y)*vVector.z);
	}
	if (z)
	{
		mView.x = (float)(mPos.x + sin(z)*vVector.y + cos(z)*vVector.x);
		mView.y = (float)(mPos.y + cos(z)*vVector.y - sin(z)*vVector.x);
	}
}
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CCAMERA MOUSE MOVE
/////////////////////////////////////////////////////////////////////////////////////////////////
void Mouse_Move()
{
	POINT mousePos;
	int mid_x = mWindowWidth >> 1;
	int mid_y = mWindowHeight >> 1;
	float angle_y = 0.0f;
	float angle_z = 0.0f;
 
	GetCursorPos(&mousePos);	// Get the 2D mouse cursor (x,y) position
 
	if ((mousePos.x == mid_x) && (mousePos.y == mid_y)) return;
 
	SetCursorPos(mid_x, mid_y);	// Set the mouse cursor in the middle of the window
 
	// Get the direction from the mouse, and bring the number down to a reasonable amount
	angle_y = (float)((mid_x - mousePos.x)) / 1000;
	angle_z = (float)((mid_y - mousePos.y)) / 1000;
 
	// The higher the number(acceleration) is the faster the camera looks around.
	mView.y += angle_z * 2;
 
	// limit the rotation around the x-axis
	if ((mView.y - mPos.y) > 8)  mView.y = mPos.y + 8;
	if ((mView.y - mPos.y) <-8)  mView.y = mPos.y - 8;
 
	Rotate_View(0, -angle_y, 0); // Rotate
}
 
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE KEYBOARD INPUT
/////////////////////////////////////////////////////////////////////////////////////////////////
void keyboardT(int key, int x, int y){
 
	switch (key)
	{
	case GLUT_KEY_UP:
		Move_Camera(CAMERASPEED);
	break;
 
	case GLUT_KEY_DOWN:
		Move_Camera(-CAMERASPEED);
	break;
 
	case GLUT_KEY_LEFT:
		Rotate_View(0, -CAMERASPEED, 0);
	break;
 
	case GLUT_KEY_RIGHT:
		Rotate_View(0, CAMERASPEED, 0);
		break;
	}
}
 
void Keyboard_Input()
{
	if((GetKeyState(VK_UP) & 0x80) || (GetKeyState('W') & 0x80))
	{
		Move_Camera(CAMERASPEED);
	}
 
	if((GetKeyState(VK_DOWN) & 0x80) || (GetKeyState('S') & 0x80))
	{
		Move_Camera(-CAMERASPEED);
	}
 
	if((GetKeyState(VK_LEFT) & 0x80) || (GetKeyState('A') & 0x80))
	{
		Rotate_View(0, -CAMERASPEED, 0);
	}
 
	if((GetKeyState(VK_RIGHT) & 0x80) || (GetKeyState('D') & 0x80))
	{
		Rotate_View(0, CAMERASPEED, 0);
	}
 
}
 
void Init(void)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
	// Position de la lampe en coordonnées homogènes
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	// Affecter à la source sa nouvelle position
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
 
	// Position      View(target)  Up
	Position_Camera(0, 2.5f, 5, 0, 2.5f, 0, 0, 1, 0);
 
		// Load the Skybox textures
	JPEG_Skybox(SkyboxTexture,"Texture/front.jpg",  SKYFRONT);
	JPEG_Skybox(SkyboxTexture,"Texture/back.jpg",   SKYBACK);
	JPEG_Skybox(SkyboxTexture,"Texture/left.jpg",   SKYLEFT);
	JPEG_Skybox(SkyboxTexture,"Texture/right.jpg",  SKYRIGHT);
	JPEG_Skybox(SkyboxTexture,"Texture/up.jpg",     SKYUP);
	JPEG_Skybox(SkyboxTexture,"Texture/down.jpg",   SKYDOWN);
}
 
void reshape(int w, int h)
{
	glViewport(0, 0, w, h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
 
	mWindowWidth = w;
 
	gluPerspective(45.0f, (GLfloat)w / (GLfloat)h, 0.1f, 1000.0f);
 
	glMatrixMode(GL_MODELVIEW);		// Select The Modelview Matrix
	glLoadIdentity();				// Reset The Modelview Matrix
 
	mWindowWidth = w;
	mWindowHeight = h;
}
 
void Draw_Grid()
{
 
	for(float i = -500; i <= 500; i += 5)
	{
		glBegin(GL_LINES);
			glColor3ub(150, 190, 150);
			glVertex3f(-500, 0, i);
			glVertex3f(500, 0, i);
			glVertex3f(i, 0,-500);
			glVertex3f(i, 0, 500);
		glEnd();
	}
}
 
void Draw_Skybox(float x, float y, float z, float width, float height, float length)
{
	// Center the Skybox around the given x,y,z position
	x = x - width  / 2;
	y = y - height / 2;
	z = z - length / 2;
 
 
	// Draw Front side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYFRONT]);
	glBegin(GL_QUADS);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x,		  y,		z+length);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x,		  y+height, z+length);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y+height, z+length);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y,		z+length);
	glEnd();
 
	// Draw Back side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYBACK]);
	glBegin(GL_QUADS);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y,		z);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height, z);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x,		  y+height,	z);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x,		  y,		z);
	glEnd();
 
	// Draw Left side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYLEFT]);
	glBegin(GL_QUADS);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x,		  y+height,	z);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x,		  y+height,	z+length);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x,		  y,		z+length);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x,		  y,		z);
	glEnd();
 
	// Draw Right side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYRIGHT]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y,		z);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y,		z+length);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height,	z+length);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y+height,	z);
	glEnd();
 
	// Draw Up side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYUP]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y+height, z);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y+height, z+length);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x,		  y+height,	z+length);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x,		  y+height,	z);
	glEnd();
 
	// Draw Down side
	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYDOWN]);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(x,		  y,		z);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(x,		  y,		z+length);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y,		z+length);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y,		z);
	glEnd();
 
}
 
 
/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE OPENGL RENDER
/////////////////////////////////////////////////////////////////////////////////////////////////
int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
    Keyboard_Input();
	Mouse_Move();
 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix
 
//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////
 
	// use this function for opengl target camera
	gluLookAt(mPos.x,  mPos.y,  mPos.z,
			  mView.x, mView.y, mView.z,
			  mUp.x,   mUp.y,   mUp.z);
 
 
	Draw_Grid();					// Draw grid
 
	Draw_Skybox(0,0,0,100,100,100);	// Draw the Skybox
 
//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////
 
	return TRUE;										// Keep Going
}
 
int main(int argc, char **argv)
{
	glutInit(&argc, argv);
	/* Definit le mode d'affichage:  Couleur RGB -  Double buffering [Pour optimiser l'affichage] */
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
	glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
	glutInitWindowPosition(100, 100);
	glutCreateWindow(WINDOW_TITLE);
 
	/* Indique la fonction à utiliser lors de l’affichage graphique.. */
	glutDisplayFunc(DrawGLScene);
	glutIdleFunc(DrawGLScene);
	glutReshapeFunc(reshape);
 
	glutKeyboardFunc(keyboardT);
	//glutSpecialFunc(keyboardT);
 
	glutMainLoop();
	return 0;
}