我正在使用 SDL 加载图像并将其分配给 OpenGL 四边形。我找到了一个向我展示如何操作的教程,但是当我运行程序时,它说 SDL Surface 变量(代码中的表面)正在使用而没有初始化。我不知道是不是因为我正在使用课程,因为我已经使用其他语言的知识来找到解决方案但没有运气。
这是一些代码:实体类(到目前为止):
//d2_entity.h
class d2Entity
{
public:
bool LoadImage(const char* fileName);
void DrawImage();
void Clear();
private:
GLuint *texture;
GLenum textureFormat;
GLint noColours;
};
//d2_entity.cpp
bool d2Entity::LoadImageW(const char* fileName)
{
SDL_Surface *surface;
if((surface == IMG_Load(fileName)))
{
// Check if image size is a power of 2
if((surface->w & (surface->w - 1)) != 0)
cout << "Opps! '" << fileName << "'s' width is not a power of 2!";
if((surface->h & (surface->h -1)) != 0)
cout << "Opps! '" << fileName << "'s' height is not a power of 2!";
// Get the No. of channels
d2Entity::noColours = surface->format->BitsPerPixel;
// Contains a alpha channel
if(d2Entity::noColours == 4)
{
if(surface->format->Rmask == 0x000000ff)
d2Entity::textureFormat = GL_RGBA;
else
d2Entity::textureFormat = GL_BGRA;
}
// No alpha channel
else if(d2Entity::noColours == 3)
{
if(surface->format->Rmask == 0x000000ff)
d2Entity::textureFormat = GL_RGB;
else
d2Entity::textureFormat = GL_BGR;
}
else
cout << "Opps! The image '" << fileName << "' is not truecolour!" << endl;
// Create an OpenGL texture
glGenTextures(1, d2Entity::texture);
glBindTexture(GL_TEXTURE_2D, *d2Entity::texture);
// Set texture streching properties
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, d2Entity::noColours, surface->w, surface->h, 0, d2Entity::textureFormat, GL_UNSIGNED_BYTE, surface->pixels);
}
else
{
cout << "Opps! The entity image could not be loaded!" << endl;
SDL_Quit();
return false;
}
if(surface)
SDL_FreeSurface(surface);
return true;
}