我正在使用 OpenGL(freeglut 和 glew)编写应用程序。
我还想要纹理,所以我对位图文件格式进行了一些研究,并为主标头编写了一个结构,为 DIB 标头(信息标头)编写了另一个结构。
然后我开始编写加载程序。它会自动将纹理绑定到 OpenGL。这是功能:
static unsigned int ReadInteger(FILE *fp)
{
int a, b, c, d;
// Integer is 4 bytes long.
a = getc(fp);
b = getc(fp);
c = getc(fp);
d = getc(fp);
// Convert the 4 bytes to an integer.
return ((unsigned int) a) + (((unsigned int) b) << 8) +
(((unsigned int) c) << 16) + (((unsigned int) d) << 24);
}
static unsigned int ReadShort(FILE *fp)
{
int a, b;
// Short is 2 bytes long.
a = getc(fp);
b = getc(fp);
// Convert the 2 bytes to a short (int16).
return ((unsigned int) a) + (((unsigned int) b) << 8);
}
GLuint LoadBMP(const char* filename)
{
FILE* file;
// Check if a file name was provided.
if (!filename)
return 0;
// Try to open file.
fopen_s(&file, filename, "rb");
// Return if the file could not be open.
if (!file)
{
cout << "Warning: Could not find texture '" << filename << "'." << endl;
return 0;
}
// Read signature.
unsigned char signature[2];
fread(&signature, 2, 1, file);
// Use signature to identify a valid bitmap.
if (signature[0] != BMPSignature[0] || signature[1] != BMPSignature[1])
{
fclose(file);
return 0;
}
// Read width and height.
unsigned long width, height;
fseek(file, 16, SEEK_CUR); // After the signature we have 16bytes until the width.
width = ReadInteger(file);
height = ReadInteger(file);
// Calculate data size (we'll only support 24bpp).
unsigned long dataSize;
dataSize = width * height * 3;
// Make sure planes is 1.
if (ReadShort(file) != 1)
{
cout << "Error: Could not load texture '" << filename << "' (planes is not 1)." << endl;
return 0;
}
// Make sure bpp is 24.
if (ReadShort(file) != 24)
{
cout << "Error: Could not load texture '" << filename << "' (bits per pixel is not 24)." << endl;
return 0;
}
// Move pointer to beggining of data. (after the bpp we have 24 bytes until the data)
fseek(file, 24, SEEK_CUR);
// Allocate memory and read the image data.
unsigned char* data = new unsigned char[dataSize];
if (!data)
{
fclose(file);
cout << "Warning: Could not allocate memory to store data of '" << filename << "'." << endl;
return 0;
}
fread(data, dataSize, 1, file);
if (data == NULL)
{
fclose(file);
cout << "Warning: Could no load data from '" << filename << "'." << endl;
return 0;
}
// Close the file.
fclose(file);
// Create the texture.
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_MIPMAP_LINEAR); //NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_BGR_EXT, GL_UNSIGNED_BYTE, data);
return texture;
}
我知道位图的数据被正确读取,因为我将它的数据输出到控制台并与在绘画中打开的图像进行比较。
这里的问题是这一行:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, dibheader.width,
dibheader.height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
大多数情况下,我运行应用程序时,这条线会因错误而崩溃:
GunsGL.exe 中 0x008ffee9 处的未处理异常:0xC0000005:访问冲突读取位置 0x00af7002。
这是错误发生位置的反汇编:
movzx ebx,byte ptr [esi+2]
这不是我的加载器错误,因为我已经下载了其他加载器。我使用的下载加载器是来自NeHe 的加载器。
编辑:(上面更新的代码)
我重写了加载程序,但我仍然在同一行遇到崩溃。有时我会在 mlock.c 上发生崩溃而不是崩溃(我没记错同样的错误消息):
void __cdecl _lock (
int locknum
)
{
/*
* Create/open the lock, if necessary
*/
if ( _locktable[locknum].lock == NULL ) {
if ( !_mtinitlocknum(locknum) )
_amsg_exit( _RT_LOCK );
}
/*
* Enter the critical section.
*/
EnterCriticalSection( _locktable[locknum].lock );
}
在线上:
EnterCriticalSection( _locktable[locknum].lock );
此外,这是应用程序不会崩溃的其中一个时间的屏幕截图(纹理显然不正确):http: //i.stack.imgur.com/4Mtso.jpg
编辑2:
用新的工作代码更新了代码。(标记为答案的回复不包含此工作所需的所有内容,但它很重要)