我正在尝试从数组中加载纹理。我有一个应该用于纹理的四边形。
#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;
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC);
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();
}
void init()
{
GLubyte pixels[12] = {
0, 0, 0, 1, 1, 1,
1, 1, 1, 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);
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();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glTranslatef(0, 0, -5);
glRotatef(angle,0, 1, 0);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glColor3f(0,1,0);
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);
}
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", "dddd", WS_OVERLAPPEDWINDOW,
0, 0, 700, 700,
HWND_DESKTOP, NULL, hInstance, NULL
);
hdc = GetDC(hwnd);
EnableOpenGL(hwnd, &hdc, &hrc);
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;
}
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
init();
break;
case WM_DESTROY:
PostQuitMessage (0);
break;
case WM_TIMER:
switch(wParam)
{
//case UPDATER_ID:
//update();
//break;
}
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);
}
它不是在绘制纹理。一切看起来都很好,除了它没有在数组中绘制纹理。
此外,当调用 glGetError()
时,结果为 1282。
我想避免使用外部库,例如 SOIL 或 SDL。使用着色器也不是一种选择。
最佳答案
在您的绘图调用中,您有:
glDisable(GL_TEXTURE_2D);
但是你在draw call中没有相应的glEnable。如果窗口渲染不止一次,后续帧将禁用纹理。
关于c++ - 纹理不适用于 OpenGL,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22027360/