我正在尝试创建一个应用程序,它所做的只是全屏显示图像,然后反复快速(144hz)闪烁一系列图像。我刚开始看OpenGL,已经做了一些教程,无法弄清楚我在这里做错了什么。我正在坚持的部分实际上是将图像渲染到显示器,因为它只显示为白色方块。我已经解决了其他堆栈溢出问题,但没有一个建议对我有效。
我在Visual Studio 2015中使用win32应用程序并安装了NupenGL程序包。出于测试目的,我使用的是256x256位图图像,并通过我构建并静态链接的SOIL库加载它。
我原本以为我没有正确构建/链接SOIL库,所以有些时髦的东西试图加载图像。我创建了一个自定义的BMP加载器,它没有工作,我也尝试了其他人的BMP加载器堆栈溢出无济于事。我现在相信它不是纹理的加载,而是在实际尝试渲染时我搞砸了一些东西。另外在我下面的代码中输出如果纹理无效但它总是回来好。
我的代码:
#include <gl/freeglut.h>
#include <stdio.h>
#include <iostream>
#include "SOIL.h"
void init();
void display(void);
void keyPressed(unsigned char key, int x, int y);
void resize(int heightY, int widthX);
// define the window position on screen
int window_x;
int window_y;
// variables representing the window size
int window_width = 480;
int window_height = 480;
// variable representing the window title
char *window_title = "Resolution Enhancement via Display Vibrations";
bool fullscreen = false;
//-------------------------------------------------------------------------
// Program Main method.
//-------------------------------------------------------------------------
void main(int argc, char **argv)
{
// Connect to the windowing system + create a window
// with the specified dimensions and position
// + set the display mode + specify the window title.
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitWindowPosition(window_x, window_y);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow(window_title);
glutFullScreen();
// Setup keyPressed
glutKeyboardFunc(keyPressed);
// Handler for when the screen resizes
glutReshapeFunc(resize);
// Set OpenGL program initial state.
init();
// Set the callback functions
glutDisplayFunc(display);
// Start GLUT event processing loop
glutMainLoop();
}
//-------------------------------------------------------------------------
// Set OpenGL program initial state.
//-------------------------------------------------------------------------
void init()
{
// Set the frame buffer clear color to black.
glClearColor(0.0, 0.0, 0.0, 0.0);
}
//-------------------------------------------------------------------------
// This function is passed to glutDisplayFunc in order to display
// OpenGL contents on the window.
//-------------------------------------------------------------------------
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
GLuint texture = SOIL_load_OGL_texture // load an image file directly as a new OpenGL texture
(
"C:/Users/joeja/Desktop/Grass.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
);
if (texture == 0) {
std::cout << "Texture not found!\n" << std::endl;
}
else
{
std::cout << "Texture is good\n" << std::endl;
}
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS); // front face
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glEnd();
glutSwapBuffers();
}
void resize(int heightY,int widthX) {
const float ar = (float)widthX / (float)heightY;
glViewport(0, 20, widthX, heightY);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar + 1, ar - 1, -1.0, 1.0, 2.0, 90.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyPressed(unsigned char key, int x, int y) {
switch (key) {
case 27:
case 70:
case 102: /* Fullscreen mode (Additional) : f/F */
fullscreen = !fullscreen;
if (fullscreen)
{
glutFullScreen(); /* Go to full screen */
}
else
{
glutReshapeWindow(800, 600); /* Restore us */
glutPositionWindow(0, 0);
}
break;
}
}
答案 0 :(得分:1)
不要每帧加载文件中的图像。
在init
你应该:
texture
在display
你应该,
glBindTexture(GL_TEXTURE_2D, texture)
; glEnable(GL_TEXTURE_2D)
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0)
; 您可能会注意到,只需启用纹理2D并将其保留,即可跳过某些启用/禁用。我给出了试图始终工作的伪代码,跳过冗余状态更改是与问题无关的优化。