
#include "main.h"
#include <GL/glext.h>		
#include "Maths/Maths.h"				//new
#include "Normalisation Cube Map.h"

bool  bump_mode = false;

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

float Global_Light = 1.0f;

GLUquadricObj *quad;

CCamera objCamera;
UINT TextureArray[30];
GLuint normalisationCubeMap;

// Init the function pointers that will point to the multitexturing functions.
PFNGLMULTITEXCOORD2FARBPROC	 glMultiTexCoord2fARB  = NULL;
PFNGLMULTITEXCOORD3FARBPROC		glMultiTexCoord3fARB = NULL;    // new
PFNGLACTIVETEXTUREARBPROC	 glActiveTextureARB	   = NULL;

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc


/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE RESIZE GL SCENE
/////////////////////////////////////////////////////////////////////////////////////////////////
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
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE OPENGL INIT
/////////////////////////////////////////////////////////////////////////////////////////////////
int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	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
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	quad = gluNewQuadric();					// Create A Pointer To The Quadric Object ( NEW )
	gluQuadricNormals(quad, GLU_SMOOTH);	// Create Smooth Normals ( NEW )
	gluQuadricTexture(quad, GL_TRUE);		// Create Texture Coords ( NEW )

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

	glEnable(GL_TEXTURE_2D);

	// Activate multitexturing, and define the new function pointers
	glActiveTextureARB		= (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
	glMultiTexCoord2fARB	= (PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB");
	glMultiTexCoord3fARB	= (PFNGLMULTITEXCOORD3FARBPROC)wglGetProcAddress("glMultiTexCoord3fARB");

	if(!glActiveTextureARB || !glMultiTexCoord2fARB)		// Check if your OpenGL version support Multitexturing
	{
		MessageBox(hWnd, "This OpenGL version does not support Multitexturing!", "ERROR", MB_OK);
		PostQuitMessage(0);									// If not Exit
	}

				           // Position      View(target)  Up
	objCamera.Position_Camera(8, 0.8f, -24.0f,	0, 1.5f, -20.0f,   0, 1.0f, 0);

	glEnable(GL_TEXTURE_2D);

	BMP_Texture(TextureArray, "data/texture/electricbox_F.bmp", 1);
	BMP_Texture(TextureArray, "data/texture/electricbox_B.bmp", 2);
	BMP_Texture(TextureArray, "data/texture/electricbox_S.bmp", 3);
	BMP_Texture(TextureArray, "data/texture/glassblock1.bmp", 4);
	BMP_Texture(TextureArray, "data/texture/floor.bmp", 5);
	BMP_Texture(TextureArray, "data/texture/lamppost.bmp", 6);
	BMP_Texture(TextureArray, "data/texture/pillar.bmp", 8);
	BMP_Texture(TextureArray, "data/texture/pillarlight.bmp", 9);
	BMP_Texture(TextureArray, "data/texture/windowstrip.bmp", 11);
	BMP_Texture(TextureArray, "data/texture/wood.bmp", 12);
	BMP_Texture(TextureArray, "data/texture/roof.bmp", 13);
	BMP_Texture(TextureArray, "data/texture/electricbox_T.bmp", 14);
	BMP_Texture(TextureArray, "data/texture/lamppost_T.bmp", 15);
	BMP_Texture(TextureArray, "data/texture/blank.bmp", 16);
	BMP_Texture(TextureArray, "data/texture/floorLM.bmp", 18);

	BMP_Texture(TextureArray, "data/texture/roofbump.bmp", 19);  // for the bumps
	BMP_Texture(TextureArray, "data/texture/pillarbump.bmp", 20);  // for the bumps
	
	//Create normalisation cube map
	glGenTextures(1, &normalisationCubeMap);
	glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
	GenerateNormalisationCubeMap();
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);



	//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

	return TRUE;										// Initialization Went OK
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE OPENGL RENDER
/////////////////////////////////////////////////////////////////////////////////////////////////
int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	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(objCamera.mPos.x,  objCamera.mPos.y,  objCamera.mPos.z,	
			  objCamera.mView.x, objCamera.mView.y, objCamera.mView.z,	
			  objCamera.mUp.x,   objCamera.mUp.y,   objCamera.mUp.z);
 
 	GLfloat light_position1[]= { 1.0f, 1.0f, 1.0f, 0.0f };
	GLfloat light_position2[]= { -1.0f, 1.0f, 1.0f, 0.0f };
	GLfloat light_position3[]= { 1.0f, 1.0f, -1.0f, 0.0f };
	GLfloat light_ambient[]= { 0.75f, 0.75f, 0.75f, 1.0f };
	GLfloat light_diffuse[]= { Global_Light, Global_Light, Global_Light, 1.0f };
	GLfloat light_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f };

	glLightfv (GL_LIGHT0, GL_POSITION, light_position1); // main light 1
	glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
	glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
	glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular);

	glLightfv (GL_LIGHT1, GL_POSITION, light_position2); // main light 2
	glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
	glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
	glLightfv (GL_LIGHT1, GL_SPECULAR, light_specular);

	glLightfv (GL_LIGHT2, GL_POSITION, light_position3); // main light 3
	glLightfv (GL_LIGHT2, GL_AMBIENT, light_ambient);
	glLightfv (GL_LIGHT2, GL_DIFFUSE, light_diffuse);
	glLightfv (GL_LIGHT2, GL_SPECULAR, light_specular);

	glEnable(GL_LIGHTING) ;
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_ambient) ;
	glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0) ;

	glEnable(GL_LIGHT0) ; //OpenGL Lights POWER UP!!
	glEnable(GL_LIGHT1) ;
	glEnable(GL_LIGHT2) ;

	glTranslatef(0, 0.0f,-20.0f);
	glScalef(0.5f, 0.5f, 0.5f);


	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, TextureArray[13]);	

	glBegin(GL_TRIANGLES);  // roof
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-3.500000f,  1.500000f,  3.500000f); // 1
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 3.500000f,  1.500000f,  3.500000f); // 2
		glTexCoord2f(0.5f, 1.0f);
		glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3 

		glTexCoord2f(0.5f, 1.0f);
		glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 3.500000f,  1.500000f, -3.500000f); // 4
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-3.500000f,  1.500000f, -3.500000f); // 5

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 3.500000f,  1.500000f,  3.500000f); // 2
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 3.500000f,  1.500000f, -3.500000f); // 4
		glTexCoord2f(0.5f, 1.0f);
		glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3

		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-3.500000f,  1.500000f, -3.500000f); // 5
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-3.500000f,  1.500000f,  3.500000f); // 1
		glTexCoord2f(0.5f, 1.0f);
		glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3
	glEnd();

	if (bump_mode) {
		//Additional code

			glBlendFunc(GL_DST_COLOR, GL_ZERO);
			glEnable(GL_BLEND);

			//Bind normal map to texture unit 0
			glBindTexture(GL_TEXTURE_2D, TextureArray[19]);
			glEnable(GL_TEXTURE_2D);

			//Bind normalisation cube map to texture unit 1
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
			glEnable(GL_TEXTURE_CUBE_MAP_ARB);
			glActiveTextureARB(GL_TEXTURE0_ARB);

			// Set up texture environment to do (tex0 dot tex1)*color
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);

			glActiveTextureARB(GL_TEXTURE1_ARB);

			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);

			glActiveTextureARB(GL_TEXTURE0_ARB);
	
		// Draw roof

		glBegin(GL_TRIANGLES);  // roof
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
			glVertex3f(-3.500000f,  1.500000f,  3.500000f); // 1
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
			glVertex3f( 3.500000f,  1.500000f,  3.500000f); // 2
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 1.0f);
			glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3 

			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 1.0f);
			glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
			glVertex3f( 3.500000f,  1.500000f, -3.500000f); // 4
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
			glVertex3f(-3.500000f,  1.500000f, -3.500000f); // 5

			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
			glVertex3f( 3.500000f,  1.500000f,  3.500000f); // 2
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
			glVertex3f( 3.500000f,  1.500000f, -3.500000f); // 4
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 1.0f);
			glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3

			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
			glVertex3f(-3.500000f,  1.500000f, -3.500000f); // 5
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
			glVertex3f(-3.500000f,  1.500000f,  3.500000f); // 1
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 1.0f);
			glVertex3f( 0.044556f,  3.603399f, -0.230243f); // 3
		glEnd();

		//Return to standard modulate texenv
		glDisable(GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glDisable(GL_BLEND);
	}

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, TextureArray[4]);	
	glEnable(GL_BLEND);
	glColor4f(1.0,1.0,1.0,10.0);	
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
	glDisable(GL_DEPTH_TEST);

	glBegin(GL_QUADS);  // tv lounge
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.500000f, -1.500000f,  2.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 2.500000f, -1.500000f,  2.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.500000f,  1.500000f,  2.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-2.500000f,  1.500000f,  2.500000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.500000f, -1.500000f, -2.500000f);
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 2.500000f, -1.500000f, -2.500000f);
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.500000f,  1.500000f, -2.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-2.500000f,  1.500000f, -2.500000f); 

		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 2.500000f, -1.500000f,  2.500000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 2.500000f, -1.500000f, -2.500000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.500000f,  1.500000f, -2.500000f);
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.500000f,  1.500000f,  2.500000f);

		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.500000f, -1.500000f,  2.500000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.500000f, -1.500000f, -2.500000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-2.500000f,  1.500000f, -2.500000f);
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-2.500000f,  1.500000f,  2.500000f);
	glEnd();
	glDisable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,  TextureArray[5]);

	if (Global_Light >= 0.2)						//Day = no lightmaps
	{
		glActiveTextureARB(GL_TEXTURE1_ARB);			
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D,  TextureArray[16]);
	}

	if (Global_Light < 0.2)							//Night = Lightmap for floor
	{
		glActiveTextureARB(GL_TEXTURE0_ARB);			
		glBindTexture(GL_TEXTURE_2D,  TextureArray[16]);
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D,  TextureArray[18]);
	}

	glBegin(GL_QUADS);  // floor
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f);
		glVertex3f(-4.000000f, -1.500000f, 11.000000f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f);
		glVertex3f(11.000000f, -1.500000f, 11.000000f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 1.0f);
		glVertex3f(11.000000f, -1.500000f,-4.000000f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 1.0f);
		glVertex3f(-4.000000f, -1.500000f,-4.000000f);
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[11]);	

	glBegin(GL_QUADS);  // window strip
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.505000f, 0.4500000f, 2.300000f);  // strip 1
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 2.505000f, 0.5500000f, 2.300000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 2.505000f, 0.5500000f,-2.300000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.505000f, 0.4500000f,-2.300000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.505000f,-0.5500000f, 2.300000f);  // strip 2
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 2.505000f,-0.4500000f, 2.300000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 2.505000f,-0.4500000f,-2.300000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.505000f,-0.5500000f,-2.300000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.300000f,-0.4500000f, 2.505000f);  // strip 3
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.300000f,-0.4500000f, 2.505000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.300000f,-0.5500000f, 2.505000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.300000f,-0.5500000f, 2.505000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.300000f, 0.5500000f, 2.505000f);  // strip 4
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.300000f, 0.5500000f, 2.505000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.300000f, 0.4500000f, 2.505000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.300000f, 0.4500000f, 2.505000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-2.505000f,-0.5500000f, 2.300000f);  // strip 5
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.505000f,-0.4500000f, 2.300000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.505000f,-0.4500000f,-2.300000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-2.505000f,-0.5500000f,-2.300000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-2.505000f, 0.4500000f, 2.300000f);  // strip 6
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.505000f, 0.5500000f, 2.300000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.505000f, 0.5500000f,-2.300000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-2.505000f, 0.4500000f,-2.300000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.300000f,-0.4500000f,-2.505000f);  // strip 7
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.300000f,-0.4500000f,-2.505000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.300000f,-0.5500000f,-2.505000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.300000f,-0.5500000f,-2.505000f);

		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 2.300000f, 0.5500000f,-2.505000f);  // strip 8
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-2.300000f, 0.5500000f,-2.505000f);
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-2.300000f, 0.4500000f,-2.505000f);
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 2.300000f, 0.4500000f,-2.505000f);
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[12]);	

	glBegin(GL_QUADS);  // table1
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.750000f, -1.500000f, -1.750000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.750000f, -1.500000f, -1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.750000f, -1.000000f, -1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.750000f, -1.000000f, -1.750000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.750000f, -1.500000f, -2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.750000f, -1.500000f, -2.250000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.750000f, -1.000000f, -2.250000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.750000f, -1.000000f, -2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 0.750000f, -1.500000f,  -2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.750000f, -1.500000f,  -1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.750000f, -1.000000f,  -1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 0.750000f, -1.000000f,  -2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.750000f, -1.500000f,  -2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-0.750000f, -1.500000f,  -1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-0.750000f, -1.000000f,  -1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.750000f, -1.000000f,  -2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 0.750000f, -1.000000f,  -2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-0.750000f, -1.000000f,  -2.250000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-0.750000f, -1.000000f,  -1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 0.750000f, -1.000000f,  -1.750000f); 
	glEnd();

	glBegin(GL_QUADS);  // table2
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.500000f, -1.500000f, 1.750000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.500000f, -1.500000f, 1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.500000f, -1.000000f, 1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.500000f, -1.000000f, 1.750000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.500000f, -1.500000f, 2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.500000f, -1.500000f, 2.250000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.500000f, -1.000000f, 2.250000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.500000f, -1.000000f, 2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 0.500000f, -1.500000f, 2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 0.500000f, -1.500000f, 1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 0.500000f, -1.000000f, 1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 0.500000f, -1.000000f, 2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f(-0.500000f, -1.500000f, 2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-0.500000f, -1.500000f, 1.750000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-0.500000f, -1.000000f, 1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f(-0.500000f, -1.000000f, 2.250000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 0.500000f, -1.000000f, 2.250000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f(-0.500000f, -1.000000f, 2.250000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f(-0.500000f, -1.000000f, 1.750000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 0.500000f, -1.000000f, 1.750000f); 
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[3]);	

	glBegin(GL_QUADS);  // electric box side
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 5.400000f, -1.500000f, 3.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 5.600000f, -1.500000f, 3.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 5.600000f, -0.500000f, 3.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 5.400000f, -0.500000f, 3.500000f); 

		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 5.400000f, -1.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 5.600000f, -1.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 5.600000f, -0.500000f, 4.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 5.400000f, -0.500000f, 4.500000f); 
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[1]);	

	glBegin(GL_QUADS);  // electric box front
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 5.600000f, -1.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 5.600000f, -1.500000f, 3.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 5.600000f, -0.500000f, 3.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 5.600000f, -0.500000f, 4.500000f); 
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[2]);	

	glBegin(GL_QUADS);  // electric box back
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 5.400000f, -1.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 5.400000f, -1.500000f, 3.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 5.400000f, -0.500000f, 3.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 5.400000f, -0.500000f, 4.500000f); 
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[14]);	

	glBegin(GL_QUADS);  // electric box top
		glTexCoord2f(0.0f, 0.0f);
		glVertex3f( 5.600000f, -0.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 0.0f);
		glVertex3f( 5.400000f, -0.500000f, 4.500000f); 
		glTexCoord2f(1.0f, 1.0f);
		glVertex3f( 5.400000f, -0.500000f, 3.500000f); 
		glTexCoord2f(0.0f, 1.0f);
		glVertex3f( 5.600000f, -0.500000f, 3.500000f); 
	glEnd();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 1
	glPushMatrix();
		glTranslatef(9.0f, -0.5f, -1.2f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();


	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 2
	glPushMatrix();
		glTranslatef(3.5f, -0.5f, -1.2f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 3
	glPushMatrix();
		glTranslatef(9.0f, -0.5f, 2.0f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 4
	glPushMatrix();
		glTranslatef(5.0f, -0.5f, 1.2f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 5
	glPushMatrix();
		glTranslatef(5.5f, -0.5f, 5.0f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D, TextureArray[6]);	

	// lamppost 6
	glPushMatrix();
		glTranslatef(9.0f, -0.5f, 8.0f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.8f, 32, 32);
		glBindTexture(GL_TEXTURE_2D, TextureArray[15]);	
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	glActiveTextureARB(GL_TEXTURE0_ARB);			
	glBindTexture(GL_TEXTURE_2D,  TextureArray[8]);


	// pillar 1
	glPushMatrix();
		glTranslatef(-2.5f, 1.5f, 2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f);
		gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
	glPopMatrix();

	// pillar 2
	glPushMatrix();
		glTranslatef(-2.5f, 1.5f, -2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
	glPopMatrix();

	// pillar 3
	glPushMatrix();
		glTranslatef(2.5f, 1.5f, 2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
	glPopMatrix();

	// pillar 4
	glPushMatrix();
		glTranslatef(2.5f, 1.5f, -2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
	glPopMatrix();


	if (bump_mode) {
		//Additional code

			glBlendFunc(GL_DST_COLOR, GL_ZERO);
			glEnable(GL_BLEND);

			//Bind normal map to texture unit 0
			glBindTexture(GL_TEXTURE_2D, TextureArray[20]);
			glEnable(GL_TEXTURE_2D);

			//Bind normalisation cube map to texture unit 1
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
			glEnable(GL_TEXTURE_CUBE_MAP_ARB);
			glActiveTextureARB(GL_TEXTURE0_ARB);

			// Set up texture environment to do (tex0 dot tex1)*color
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);

			glActiveTextureARB(GL_TEXTURE1_ARB);

			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);

			glActiveTextureARB(GL_TEXTURE0_ARB);
	
		// Draw pillar

		// pillar 1
		glPushMatrix();
			glTranslatef(-2.5f, 1.5f, 2.5f);			
			glRotatef(90.0, 1.0f, 0.0f, 0.0f);
			gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
		glPopMatrix();

		// pillar 2
		glPushMatrix();
			glTranslatef(-2.5f, 1.5f, -2.5f);			
			glRotatef(90.0, 1.0f, 0.0f, 0.0f);
			gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
		glPopMatrix();

		// pillar 3
		glPushMatrix();
			glTranslatef(2.5f, 1.5f, 2.5f);			
			glRotatef(90.0, 1.0f, 0.0f, 0.0f);
			gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
		glPopMatrix();

		// pillar 4
		glPushMatrix();
			glTranslatef(2.5f, 1.5f, -2.5f);			
			glRotatef(90.0, 1.0f, 0.0f, 0.0f);
			gluCylinder(quad, 0.2f, 0.2f, 3.0f, 32, 32);
		glPopMatrix();

		//Return to standard modulate texenv
		glDisable(GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glDisable(GL_BLEND);
	}
	
	
	glActiveTextureARB(GL_TEXTURE0_ARB);	
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, TextureArray[9]);	

	// pillar light 1
	glPushMatrix();
		glTranslatef(2.7f, 1.0f, -2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.4f, 32, 32);
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	// pillar light 2
	glPushMatrix();
		glTranslatef(-2.7f, 1.0f, -2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.4f, 32, 32);
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	// pillar light 3
	glPushMatrix();
		glTranslatef(-2.7f, 1.0f, 2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.4f, 32, 32);
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();

	// pillar light 4
	glPushMatrix();
		glTranslatef(2.7f, 1.0f, 2.5f);			
		glRotatef(90.0, 1.0f, 0.0f, 0.0f);
		gluCylinder(quad, 0.1f, 0.1f, 0.4f, 32, 32);
		gluDisk(quad,0.0f,0.1f,32,32);
	glPopMatrix();


//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

	return TRUE;										// Keep Going
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE KILL GL WINDOW
/////////////////////////////////////////////////////////////////////////////////////////////////
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
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CREATE GL WINDOW
/////////////////////////////////////////////////////////////////////////////////////////////////
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 Size, 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;											// 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 Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","OPENGL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  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;									// 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

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	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
		24,											// 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
		16,											// 16Bit 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
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE WINDOW PROCEDURE
/////////////////////////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	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:

		  switch(wParam) 
		  {		  
			case VK_ESCAPE:
				PostQuitMessage(0);						
				break;
		  }
		  break;




		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);
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE WINMAIN
/////////////////////////////////////////////////////////////////////////////////////////////////
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("Hall 12 Tv lounge by Roger",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		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
		{

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

			Keyboard_Input();
			objCamera.Mouse_Move(640,480);

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			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("APRON TUTORIALS",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}


/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE KEYBOARD INPUT
/////////////////////////////////////////////////////////////////////////////////////////////////
void Keyboard_Input()
{
	if((GetKeyState(VK_UP) & 0x80))
	{	
		objCamera.Move_Camera( CAMERASPEED);
	}

	if((GetKeyState(VK_DOWN) & 0x80))
	{
		objCamera.Move_Camera(-CAMERASPEED);
	}

	if((GetKeyState(VK_LEFT) & 0x80))
	{	
		objCamera.Rotate_View(-CAMERASPEED);
	}

	if((GetKeyState(VK_RIGHT) & 0x80))
	{
		objCamera.Rotate_View( CAMERASPEED);
	}

	if((GetKeyState('B') & 0x80)) 
	{
		bump_mode = bump_mode ? false:true;
	}
				
	if((GetKeyState('D') & 0x80))
	{	
		Global_Light +=0.01f;
		
		if (Global_Light > 1.0f)
		{
			Global_Light = 1.0f;
		}
	}

	if((GetKeyState('N') & 0x80))
	{	
		Global_Light -=0.01f;
		
		if (Global_Light < 0.0f)
		{
			Global_Light = 0.0f;
		}
	}

}