xcy123411 2013-09-23 03:48 采纳率: 50%
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OpenGL中的图片打不开

我在学习NeHe教程,用的是vs2010,纹理时加载不进去,调试时这段代码直接就跳过了,文件加载不进去
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}

各位大神求解答
/*

  • This Code Was Created By Jeff Molofee 2000
  • A HUGE Thanks To Fredric Echols For Cleaning Up
  • And Optimizing The Base Code, Making It More Flexible!
  • If You've Found This Code Useful, Please Let Me Know.
  • Visit My Site At nehe.gamedev.net */ #define _CRT_SECURE_NO_WARNINGS

#include // Header File For Windows
#include // Header File For Standard Input/Output
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include // Header File For The Glaux Library

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
bool texLoaded = false;

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )

GLuint texture[1]; // Storage For One Texture ( NEW )

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

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
}

File=fopen(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[1];                   // Create Storage Space For The Texture

memset(TextureImage,0,sizeof(void *)*1);            // Set The Pointer To NULL

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data\NeHe.bmp"))
{
    Status=TRUE;                                    // Set The Status To TRUE

    glGenTextures(1, &texture[0]);                  // Create The Texture

    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}

if (TextureImage[0])                                    // If Texture Exists
{
    if (TextureImage[0]->data)                          // If Texture Image Exists
    {
        free(TextureImage[0]->data);                    // Free The Texture Image Memory
    }

    free(TextureImage[0]);                              // 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 ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glEnable(GL_TEXTURE_2D);                            // Enable Texture Mapping ( NEW )
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
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
glTranslatef(0.0f,0.0f,-5.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);



glBegin(GL_QUADS);
    // Front Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    // Back Face
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    // Top Face
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    // Bottom Face
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    // Right face
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    // Left Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
glEnd();

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
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
}

}

/* 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) */

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?","NeHe GL",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
    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
    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

}

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:                            // 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("NeHe's Texture Mapping Tutorial",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
    {
        // 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("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
            {
                return 0;                       // Quit If Window Was Not Created
            }
        }
    }
}

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

}

  • 写回答

2条回答 默认 最新

  • Freedomanlesin 2016-03-10 05:13
    关注

    请问这个问题你解决了吗?

    评论

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