我试图纹理一个级别的底部但由于某种原因代码无法找到我的bmp文件,bmp文件与我的代码在同一个文件夹中所以我想知道它是否与我的代码有关,任何帮助都会很棒
#include windows.h
#include gl\gl.h
#include glut.h
#include stdlib.h
#include iostream
void init(void);
void display(void);
void keyboard(unsigned char, int, int);
void resize(int, int);
void drawcube(float, float, float, float, float, float, int);
#define ROAD 0
struct Image
{
unsigned long size_x;
unsigned long size_y;
char *data;
};
typedef struct Image Image;
const int textureCount = 1;
Image myTextureData[textureCount];
GLuint theTexture[textureCount];
char* textureFilenames[textureCount] = {"road.bmp"};
int is_depth;
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(40, 40);
glutCreateWindow("3D World");
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutReshapeFunc(resize);
glEnable(GL_TEXTURE_2D);
glutMainLoop();
return 0;
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
is_depth = 1;
}
int imageLoader(const char *filename, Image *image)
{
FILE *file;
unsigned long size;
unsigned long i;
unsigned short int planes;
unsigned short int bpp;
char temp;
char finalName[80];
glTexCoord2f(1.0, 0.0);
strcpy(finalName, "" );
strcat(finalName, filename);
if ((file = fopen(finalName, "rb"))==NULL)
{
printf("File Not Found : %s\n",finalName);
return 0;
}
fseek(file, 18, SEEK_CUR);
glTexCoord2f(1.0, 0.0);
if ((i = fread(&image->size_x, 4, 1, file)) != 1)
{
printf("Error reading width from %s.\n", finalName);
return 0;
}
if ((i = fread(&image->size_y, 4, 1, file)) != 1)
{
printf("Error reading height from %s.\n", finalName);
return 0;
}
size = image->size_x * image->size_y * 3;
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s.\n", finalName);
return 0;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", finalName, planes);
return 0;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s.\n", finalName);
return 0;
}
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", finalName, bpp);
return 0;
}
fseek(file, 24, SEEK_CUR);
image->data = (char *) malloc(size);
if (image->data == NULL)
{
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1)
{
printf("Error reading image data from %s.\n", finalName);
return 0;
}
for (i=0;i<size;i+=3)
{
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
return 1;
}
void textureLoader()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames[k], &myTextureData[k]))
exit(1);
glGenTextures(1, &theTexture[k]);
glBindTexture(GL_TEXTURE_2D, theTexture[k]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(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_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
}
}
void display(void)
{
if (is_depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
textureLoader();
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex3f(-75.0, 0.0, -400.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-75.0, 0.0, 100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(75.0, 0.0, 100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(75.0, 0.0, -400.0);
drawcube(-70,15,72,8,15,28,0);
drawcube(-70,10,10,8,10,28,0);
drawcube(-70,15,-45,8,15,18,0);
drawcube(-70,15,-85,8,15,18,0);
drawcube(-70,35,-125,8,35,12,0);
drawcube(-70,9,-170,8,9,28,0);
drawcube(-70,15,-220,8,15,18,0);
drawcube(-70,15,-265,8,15,28,0);
drawcube(-70,15,-330,8,15,28,0);
drawcube(67,15,72,8,15,28,0);
drawcube(67,10,10,8,10,28,0);
drawcube(67,15,-45,8,15,18,0);
drawcube(67,15,-85,8,15,18,0);
drawcube(67,35,-125,8,35,12,0);
drawcube(67,9,-170,8,9,28,0);
drawcube(67,15,-220,8,15,18,0);
drawcube(67,15,-265,8,15,28,0);
drawcube(67,15,-330,8,15,28,0);
drawcube(-33,18,-364,25,18,10,0);
drawcube(25,28,-364,30,28,10,0);
drawcube(25,28,90,30,28,10,0);
drawcube(-33,18,90,25,18,10,0);
drawcube(0,60,-125,18,60,22,0);
drawcube(0,25,-225,8,25,28,0);
drawcube(0,25,0,8,25,28,0);
drawcube(-58,1,-135,4,0.5,215,0);
drawcube(58,1,-135,4,0.5,215,0);
drawcube(0,1,-345,60,0.5,4,0);
drawcube(0,1,75,60,0.5,4,0);
glEnd();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'a':
glTranslatef(5.0, 0.0, 0.0);
break;
case 'd':
glTranslatef(-5.0, 0.0, 0.0);
break;
case 'w':
glTranslatef(0.0, 0.0, 5.0);
break;
case 's':
glTranslatef(0.0, 0.0, -5.0);
break;
}
display();
}
void resize(int width, int height)
{
if (height == 0) height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, width / height, 1.0, 400.0);
glTranslatef(0.0, -5.0, -150.0);
glMatrixMode(GL_MODELVIEW);
}
void drawcube(float xc, float yc, float zc, float x_offset, float y_offset, float z_offset, int color)
{
switch(color)
{
case 1:
glColor3f(1.0,0.0,0.0);
break;
case 2:
glColor3f(0.0,1.0,0.0);
break;
case 3:
glColor3f(0.0,0.0,1.0);
break;
}
glBegin(GL_QUADS);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glEnd();
}
答案 0 :(得分:0)
如果您使用Visual Studio,右键单击项目,设置,调试并将工作目录设置为图像所在的目录。
如果您使用其他IDE,请找到类似的设置。
如果您从控制台运行应用程序,请转到图像目录,然后从那里运行您的应用程序。如果需要,请使用../导航到您的应用。
答案 1 :(得分:0)
代码中的文件路径将与您的可执行文件相关。如果您通过IDE运行程序,IDE可能会指定一个不同的“工作目录”,文件路径将相对于该目录。
要更正问题,请更改代码中的路径,或在文件系统中移动文件。或者,您可以使用IDE将工作目录设置为与Calvin1602建议的图像相同的位置。
典型的设置是将数据目录放在与可执行文件相同的位置,并存储您在那里加载的文件。