Avatar of tango2009
tango2009
 asked on

Opengl textures

I am trying to add textures to my scene by following a tutorial I have found. My program compiles but no textures are being displayed. I have posted my code below can anyone see where I am going wrong with this?
#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
//#include <GL/gl.h>
#include <GL/glut.h>

#include <math.h>
//angle of rotation
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float cRadius = 10.0f; // our radius distance from our character
float lastx, lasty;
void DrawFloor();
//positions of the cubes
float positionz[10];
float positionx[10];
// Load in textures 

GLuint	texture[3];			// Storage For 3 Textures



int loadtextures (const char *filename, float width, float height) {

  GLuint texture;

  unsigned char *data;

  FILE *file;

  file = fopen( filename, "rb" );


  if ( file == NULL ) return 0;
  data = (unsigned char *)malloc( width * height * 3 );

  fread( data, width * height * 3, 1, file );
  fclose( file );

  glGenTextures( 1, &texture );

  glBindTexture( GL_TEXTURE_2D, texture );

  glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, 
GL_MODULATE );

  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
 GL_LINEAR_MIPMAP_NEAREST );
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
 GL_LINEAR );
  gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, 
GL_RGB, GL_UNSIGNED_BYTE, data );
    
  data = NULL;
  return texture;
}




void cubepositions (void) { //set the positions of the cubes

    for (int i=0;i<10;i++)
    {
    positionz[i] = rand()%10 + 3;
    positionx[i] = rand()%10 + 3;
    }
}
//draw the cube
void cube (void) {
    for (int i=0;i<10 - 1;i++)
    {
     
    glPushMatrix();
    
    glTranslated(-positionx[i + 1] * 10, 0, -positionz[i + 1] * 10); //translate the cube
	
    // house
    glPushMatrix();
	glTranslatef(0,5,0);
    glutSolidCube(12);                 // building
    
    glTranslatef(0,5,0);
    glPushMatrix();                   // roof
    glRotatef(-90,1,0,0);
    glutSolidCone(10.5,10,16,19);
    glPopMatrix();

    glTranslatef(.75,.20,-.75);         
    glPushMatrix();                   // chimney
    glScalef(2,8,2);
    glutSolidCube(.25);
    glPopMatrix();
    glPopMatrix();

    glTranslatef(0,-.65,2);
   // glutSolidCube(2); //draw the cube
    glPopMatrix();
    }
}
void init (void) {


    cubepositions();
    glEnable(GL_TEXTURE_2D);
    texture[0] = loadtextures("Wood.bmp", 256,256);
    texture[1] = loadtextures("Snow.bmp", 256,256);
}


void enable (void) {
    glEnable (GL_DEPTH_TEST); //enable the depth testing
    glEnable (GL_LIGHTING); //enable the lighting
    glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
    glEnable (GL_COLOR_MATERIAL);
    glShadeModel (GL_SMOOTH); //set the shader to smooth shader
    glEnable(GL_TEXTURE_2D);
}



void display (void) {
    glClearColor (0.0,0.0,0.0,1.0); //clear the screen to 
//black
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
//clear the color buffer and the depth buffer
    enable();
    
    glLoadIdentity(); 
    
   // glutSolidCube(12);
   
    glTranslatef(0.0f, 0.0f, -cRadius);
    glRotatef(xrot,1.0,0.0,0.0);
    glColor3f(1.0f, 0.0f, 0.0f);
	glColor3f(1.0f, 1.0f, 1.0f);

// Draw Body	
	glTranslatef(0.0f ,0.0f, 0.0f);
	glutSolidSphere(0.75f,20,20);


// Draw Head
	glTranslatef(0.0f, 1.0f, 0.0f);
	glutSolidSphere(0.25f,20,20);

// Draw Eyes
	glPushMatrix();
	glColor3f(0.0f,0.0f,0.0f);
	glTranslatef(0.05f, 0.10f, 0.18f);
	glutSolidSphere(0.05f,10,10);
	glTranslatef(-0.1f, 0.0f, 0.0f);
	glutSolidSphere(0.05f,10,10);
	glPopMatrix();

// Draw Nose
	glColor3f(1.0f, 0.5f , 0.5f);
	glRotatef(0.0f,1.0f, 0.0f, 0.0f);
	glutSolidCone(0.08f,0.5f,10,2);
    //glutSolidCube(2); //Our character to follow
    
    glRotatef(yrot,0.0,1.0,0.0);  
    glTranslated(-xpos,0.0f,-zpos); 
    glColor3f(1.0f, 1.0f, 1.0f);
    cube(); //call the cube drawing function
    glPushMatrix();
   glScalef (2.0, 0.4, 1.0);
   DrawFloor();
  // glutWireCube (5.0);
   glPopMatrix();
    glutSwapBuffers(); //swap the buffers
	
    angle++; //increase the angle
}



void reshape (int w, int h) {
    glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport
 //to the current window specifications
    glMatrixMode (GL_PROJECTION); //set the matrix to projection

    glLoadIdentity ();
    gluPerspective (60, (GLfloat)w / (GLfloat)h, 0.1, 100.0)
; //set the perspective (angle of sight, width, height, , depth

    glMatrixMode (GL_MODELVIEW); //set the matrix back to model

}
void keyboard (unsigned char key, int x, int y) {
    if (key=='q')
    {
    xrot += 1;
    if (xrot >360) xrot -= 360;
    }
    if (key=='z')
    {
    xrot -= 1;
    if (xrot < -360) xrot += 360;
    }
    if (key=='w')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos += float(sin(yrotrad));
    zpos -= float(cos(yrotrad));
    ypos -= float(sin(xrotrad));
    }
    if (key=='s')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos -= float(sin(yrotrad));
    zpos += float(cos(yrotrad));
    ypos += float(sin(xrotrad));
    }
    if (key=='d')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos += float(cos(yrotrad)) * 0.2;
    zpos += float(sin(yrotrad)) * 0.2;
    }
    if (key=='a')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos -= float(cos(yrotrad)) * 0.2;
    zpos -= float(sin(yrotrad)) * 0.2;
    }
    if (key==27)
    {
    exit(0);
    }
}

void DrawFloor(void) { 

	   glColor4f(1,1,1,0.7);
       glBindTexture(GL_TEXTURE_2D,texture[2]);
       glTranslatef(0.0f,-3.0f,0.0f);

 glBegin(GL_QUADS);
        glTexCoord2f(1,0);
        //glColor3f(0.2f, 0.2f, 0.2f);
        glVertex3f(-100.0,-0.5, -100.0);
        glTexCoord2f(1,1);
       // glColor3f(0.4f, 0.4f, 0.4f);
        glVertex3f(-100.0,-0.5, 100.0);
        glTexCoord2f(0,1);
       // glColor3f(0.6f, 0.6f, 0.6f);
        glVertex3f(100.0, -0.5, 100.0);
        glTexCoord2f(0,0);
       // glColor3f(0.8f, 0.8f, 0.8f);
        glVertex3f(100.0, -0.5, -100.0);        
    glEnd();

}

void mouseMovement(int x, int y) {
    int diffx=x-lastx; //check the difference between the 
//current x and the last x position
    int diffy=y-lasty; //check the difference between the 
//current y and the last y position
    lastx=x; //set lastx to the current x position
    lasty=y; //set lasty to the current y position
    xrot += (float) diffy; //set the xrot to xrot with the addition
 //of the difference in the y position
    yrot += (float) diffx;    //set the xrot to yrot with the addition
 //of the difference in the x position
}

int main (int argc, char **argv) {
    glutInit (&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA); 
    glutInitWindowSize (500, 500); 
    glutInitWindowPosition (100, 100);
    glutCreateWindow ("A basic OpenGL Window"); 
    init (); 
	//drawSnowMan();
    glutDisplayFunc (display); 
    glutIdleFunc (display); 
    glutReshapeFunc (reshape);
    glutPassiveMotionFunc(mouseMovement); //check for mouse
// movement
    glutKeyboardFunc (keyboard); 
    glutMainLoop (); 
    return 0;
}

Open in new window

Programming Languages-OtherGame ProgrammingProgramming

Avatar of undefined
Last Comment
Infinity08

8/22/2022 - Mon
tango2009

ASKER
I am trying to draw the texture onto the floor.
ASKER CERTIFIED SOLUTION
Infinity08

Log in or sign up to see answer
Become an EE member today7-DAY FREE TRIAL
Members can start a 7-Day Free trial then enjoy unlimited access to the platform
Sign up - Free for 7 days
or
Learn why we charge membership fees
We get it - no one likes a content blocker. Take one extra minute and find out why we block content.
Not exactly the question you had in mind?
Sign up for an EE membership and get your own personalized solution. With an EE membership, you can ask unlimited troubleshooting, research, or opinion questions.
ask a question
This is the best money I have ever spent. I cannot not tell you how many times these folks have saved my bacon. I learn so much from the contributors.
rwheeler23