| | |
| Stránka: 1 z 1
| [ Príspevkov: 5 ] | |
Autor | Správa |
---|
Registrovaný: 08.04.08 Prihlásený: 25.05.08 Príspevky: 18 Témy: 6 |
zdravim,
po kompilacii zdrojaku mi vybehne chyba
Failed to openDIB file textura.bmp.
textura ma rozmery 200*200px. co s tym?
|
|
Registrovaný: 28.04.07 Prihlásený: 03.11.09 Príspevky: 133 Témy: 1 | Napísal imcold: 25.05.2008 10:00 | |
|
zišiel by sa zdroják...
|
|
Registrovaný: 08.04.08 Prihlásený: 25.05.08 Príspevky: 18 Témy: 6 | Napísal autor témy zeppelin: 25.05.2008 10:11 | |
|
vyriesene
|
|
Registrovaný: 08.04.08 Prihlásený: 25.05.08 Príspevky: 18 Témy: 6 | Napísal autor témy zeppelin: 26.05.2008 13:38 | |
|
tak teda nie ... tu je zdrojak.. a mam pocit ze to bude nejaka chyba v suradniciach textury TexCoord.. neviem. diky za rady.
Kód: #include <windows.h> #include <gl\gl.h> #include <gl\glu.h> #include <stdio.h> #include <gl\glaux.h>
HDC hDC=NULL; HGLRC hRC=NULL; HWND hWnd=NULL; HINSTANCE hInstance;
bool keys[256]; bool active=TRUE; bool fullscreen=TRUE;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) { if (height==0) { height=1; }
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION); glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
UINT bachlev;
void createTexture(char* sPath, UINT* uiStorage) { AUX_RGBImageRec* pBitmap = auxDIBImageLoad(sPath); glGenTextures(1, uiStorage); glBindTexture(GL_TEXTURE_2D, *uiStorage); 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, 3, pBitmap->sizeX, pBitmap->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data); }
int InitGL(GLvoid) { glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_TEXTURE_2D); createTexture("textura.bmp", &bachlev); // vytvor texturu z textura.bmp a uloz ju do premennej bachlev
return TRUE; }
int DrawGLScene(GLvoid) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();
static float bach = 0.0f, lev = 0.0f; if(keys[VK_LEFT])bach -= 0.03f; if(keys[VK_RIGHT])bach += 0.03f; if(keys[VK_UP])lev += 0.03f; if(keys[VK_DOWN])lev -= 0.03f; glTranslatef(bach, lev, -10);
glBindTexture(GL_TEXTURE_2D, bachlev); glColor3ub(255, 255, 255);
glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, 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); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glNormal3f( 0.0f, 0.0f,-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); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glNormal3f( 0.0f, 1.0f, 0.0f); 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); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glNormal3f( 0.0f,-1.0f, 0.0f); 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); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glNormal3f( 1.0f, 0.0f, 0.0f); 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); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glNormal3f(-1.0f, 0.0f, 0.0f); 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); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd();
return TRUE; }
GLvoid KillGLWindow(GLvoid) { if (fullscreen) { ChangeDisplaySettings(NULL,0); ShowCursor(TRUE); }
if (hRC) { if (!wglMakeCurrent(NULL,NULL)) { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); }
if (!wglDeleteContext(hRC)) { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; }
if (hDC && !ReleaseDC(hWnd,hDC)) { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; }
if (hWnd && !DestroyWindow(hWnd)) { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; }
if (!UnregisterClass("OpenGL",hInstance)) { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; } }
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; WNDCLASS wc; DWORD dwExStyle; DWORD dwStyle; RECT WindowRect; WindowRect.left=(long)0; WindowRect.right=(long)width; WindowRect.top=(long)0; WindowRect.bottom=(long)height;
fullscreen=fullscreenflag;
hInstance = GetModuleHandle(NULL); wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = (WNDPROC) WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "OpenGL"; if (!RegisterClass(&wc)) { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
if (fullscreen) { DEVMODE dmScreenSettings; memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); dmScreenSettings.dmSize=sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bits; dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) {
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; } else {
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; } } }
if (fullscreen) { dwExStyle=WS_EX_APPWINDOW; dwStyle=WS_POPUP; ShowCursor(FALSE); } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; dwStyle=WS_OVERLAPPEDWINDOW; }
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);
if (!(hWnd=CreateWindowEx( dwExStyle, "OpenGL", title, dwStyle | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, 0, 0, WindowRect.right-WindowRect.left, WindowRect.bottom-WindowRect.top, NULL, NULL, hInstance, NULL))) { KillGLWindow(); MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
static PIXELFORMATDESCRIPTOR pfd= { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, bits, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 };
if (!(hDC=GetDC(hWnd))) { KillGLWindow(); MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) { KillGLWindow(); MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) { KillGLWindow(); MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
if (!(hRC=wglCreateContext(hDC))) { KillGLWindow(); MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
if(!wglMakeCurrent(hDC,hRC)) { KillGLWindow(); MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
ShowWindow(hWnd,SW_SHOW); SetForegroundWindow(hWnd); SetFocus(hWnd); ReSizeGLScene(width, height);
if (!InitGL()) { KillGLWindow(); MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; }
return TRUE; }
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_ACTIVATE: { active = !HIWORD(wParam); return 0; }
case WM_SYSCOMMAND: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; }
case WM_CLOSE: { PostQuitMessage(0); return 0; }
case WM_KEYDOWN: { keys[wParam] = TRUE; return 0; }
case WM_KEYUP: { keys[wParam] = FALSE; return 0; }
case WM_SIZE: { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); return 0; } } return DefWindowProc(hWnd,uMsg,wParam,lParam); }
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; BOOL done=FALSE;
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; }
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)) { return 0; }
while(!done) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message==WM_QUIT) { done=TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { if (active) { if (keys[VK_ESCAPE]) { done=TRUE; } else { DrawGLScene(); SwapBuffers(hDC); } }
if (keys[VK_F1]) { keys[VK_F1]=FALSE; KillGLWindow(); fullscreen=!fullscreen;
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)) { return 0; } } } }
KillGLWindow(); return (msg.wParam); }
|
|
Registrovaný: 28.04.07 Prihlásený: 03.11.09 Príspevky: 133 Témy: 1 | Napísal imcold: 30.05.2008 15:03 | |
|
Mne to funguje, akurát rozmery textúry by mali byť mocniny dvojky (napr. 256x256), inak môže nastať značné spomalenie.
|
|
| Stránka: 1 z 1
| [ Príspevkov: 5 ] | |
| Nemôžete zakladať nové témy v tomto fóre Nemôžete odpovedať na témy v tomto fóre Nemôžete upravovať svoje príspevky v tomto fóre Nemôžete mazať svoje príspevky v tomto fóre
|
|