I am trying to load a texture from an array. I have a quad that is supposed to be used for the texture.
#include
#include
#inc
You don't have a current GL context in init()
where you're calling it in WinProc()
. Move the init()
call to after EnableOpenGL()
in WinMain()
.
Also:
GLubyte pixels[12] =
{
0, 0, 0, 1, 1, 1,
1, 1, 1, 0, 0, 0
};
GLubyte
channels range from 0
(minimum intensity) to 255
(maximum intensity).
You have a checkerboard pattern of pure black and very near pure black.
Try this:
GLubyte pixels[12] =
{
0, 0, 0, 255, 255, 255,
255, 255, 255, 0, 0, 0,
};
You should also issue a glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
(default 4
) before your glTexImage2D()
call since you're using RGB.
Also:
You need to actually enable texturing using glEnable( GL_TEXTURE_2D )
before rendering your quad.
With all the fixes:
#include <Windows.h>
#include <gl\GL.h>
#include <gl\GLU.h>
#include <fstream>
#include <vector>
#include <string>
WNDCLASSEX wclass;
MSG msg;
HWND hwnd;
HDC hdc;
float angle;
HGLRC hrc;
unsigned int tex;
void init()
{
GLubyte pixels[] =
{
0, 0, 0, 255, 255, 255,
255, 255, 255, 0, 0, 0,
};
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,2,2, 0, GL_RGB, GL_UNSIGNED_BYTE,pixels);
}
void draw()
{
angle -= 0.01f;
float rtri = 0;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glTranslatef(0, 0, -5);
glRotatef(angle,0, 1, 0);
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glDisable(GL_TEXTURE_2D);
SwapBuffers(hdc);
}
void resize()
{
RECT rec;
GetClientRect(hwnd, &rec);
float width = 400;
float height = 400;
GLfloat fieldOfView = 60.0f;
glViewport (0, 0, rec.right, rec.bottom);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
gluPerspective(fieldOfView, (GLfloat) width/(GLfloat) height, 0.1, 500.0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
}
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
break;
case WM_DESTROY:
PostQuitMessage (0);
break;
case WM_TIMER:
break;
case WM_PAINT:
draw();
break;
case WM_SIZE:
resize();
break;
default:
return DefWindowProc (hwnd, msg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
*hDC = GetDC(hwnd);
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpstr, int nCmdShow)
{
wclass.cbSize = sizeof(WNDCLASSEX);
wclass.style = 0;
wclass.lpfnWndProc = WinProc;
wclass.cbClsExtra = 0;
wclass.cbWndExtra = 0;
wclass.hInstance = hInstance;
wclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wclass.hbrBackground = (HBRUSH) (COLOR_WINDOW);
wclass.lpszMenuName = NULL;
wclass.lpszClassName = "CLASS";
wclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wclass))
{
MessageBox(0, "Windows Class Registration Failure Detected!\nProgram Can't Be Initialized..", "Failure Detected", MB_ICONERROR | MB_OK);
return 0;
}
hwnd = CreateWindowEx
(
0, "CLASS", "ffffdd", WS_OVERLAPPEDWINDOW,
0, 0, 700, 700,
HWND_DESKTOP, NULL, hInstance, NULL
);
hdc = GetDC(hwnd);
EnableOpenGL(hwnd, &hdc, &hrc);
init();
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
if(hwnd == NULL)
{
MessageBox(0, "Windows Form Creation Failure..", "Failure", MB_ICONERROR | MB_OK);
}
while(GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
In your draw call you have:
glDisable(GL_TEXTURE_2D);
But you have no corresponding glEnable in the draw call. If you window renders more than once, subsequent frames will have texturing disabled.