OpenGL中的C2664和C2597错误,c++中的DevIL错误

error C2664 and C2597 in OpenGL and DevIL in C++

本文关键字:错误 中的 DevIL c++ C2597 C2664 OpenGL      更新时间:2023-10-16

我想这是一个两部分的问题,这就是为什么我找不到一个更合适的标题。

我正在使用DevIL加载图像,然后将其转换为熟悉的格式。这是我的代码的一部分,我有问题:

//Copy to OpenGL texture
if(!ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE))
{
    throw runtime_error(std::string("Unable to convert image") +filename +std::string(" to display friendly format"));
}
glGenTextures(1, &Main::texture);
glBindTexture(GL_TEXTURE_2D, Main::texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), width, height, 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());

对于glGenTextures()方法,我得到

error C2664: 'glGenTextures' : cannot convert parameter 2 from 'GLuint Main::* ' to 'GLuint *'

glBindTexure()

error C2597: illegal reference to non-static member 'Main::texture'

我已经尝试用许多不同的方式声明texture

static Gluint Main::texture;
static Gluint texture;
Gluint texture;
Gluint Main::texture;

都在我的。cpp文件和。h文件中,但都不起作用。如果我试图在.h文件中将其声明为static Gluint Main::texture,我会得到每个DevIL函数的LNK2019: unresolved external symbol__imp_错误(如果您希望我也发布它们,请告诉我)。

我很漂亮,这是代码中的东西,而不是我的依赖关系或我的。lib或。dll文件不在正确的位置。那么我做错了什么呢?

编辑:这是我到目前为止的代码

头文件

class Main
{
private: 
    static GLuint texture;
public:
    static void Init(int argc, char ** argv);
    static void DisplayScene();
    static void Idle();
static void Resize(int w, int h);
};
void main(int argc, char ** argv)
{
    Main::Init(argc, argv);
}

.cpp文件

#include <ILil.h>
#include <ILilu.h>
#include <ILilut.h>
GLuint Main::texture = 0;
double xRes, yRes;
void Main::Init(int argc, char ** argv) //Initialisation method
{
    ////Window Management
    glutInit( &argc, argv); //Initialises GLUT and processes any command line arguements.
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); //Specifies whether to use an RGBA or colour-index colour model. Can also specify whether to use a single or a double buffered window.
    glutInitWindowSize(1024, 768);
    glutCreateWindow("Adventure"); //Creates a window with an OpenGL context. It returns a unique identifier for the new window. Until glutMainLoop() is called, the window is not yet displayed.
    /// Set up OpenGL for 2d rendering 
    gluOrtho2D(0.0, xRes, yRes, 0.0); //1.0 0.0
    /// Enable textures 
    glEnable(GL_TEXTURE_2D); 
    /// Enable blending 
    glEnable(GL_BLEND); 
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    ilInit(); //Initialise DevIL.
    glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); //Specifies the coordinate system OpenGL assumes as it draws the final image and how the image is mapped to the screen.
    ///The Display Callback
    glutDisplayFunc(Main::DisplayScene); //Defines all the routines needed to draw the scene.
    glutIdleFunc(Main::Idle);
    ///Running The Program
    glutMainLoop(); //All windows that have been created are now shown, and rendering to those windows is now effective.
}
void Main::Idle()
{
    glutPostRedisplay();
}
void Main::DisplayScene()
{
///Declarations
int x = 0;
int y = 0;
//float alpha;
const char* filename = "back.bmp";
ILboolean ilLoadImage(const char *filename);
//GLuint texture;
///Generate DevIL image and make it current context
ILuint image;
ilGenImages(1, &image);
ilBindImage(image);
///Load the image
if (!ilLoadImage(filename))
{
    throw runtime_error(std::string("Unable to load image") +filename);
}
int width = ilGetInteger(IL_IMAGE_WIDTH);
int height = ilGetInteger(IL_IMAGE_HEIGHT);
///Copy to OpenGL texture
if(!ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE))
{
    throw runtime_error(std::string("Unable to convert image") +filename +std::string(" to display friendly format"));
}
glGenTextures(1, &Main::texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), width, height, 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); 
/// Free DevIL image since we have it in a texture now 
ilDeleteImages(1, &image);
}

你的错误出现,因为你没有一个实例(对象)类型的Main,但当然你需要一个Main之前,你可以使用它的任何东西。

现在你有几个选项来解决这个问题-看起来你已经尝试了一些。你可以使纹理变量全局,要么在类作用域将其设置为static,要么在命名空间作用域使用"普通"全局。

对于第一种情况,您将在您的.h文件中的类中声明变量为static GLuint texture;,而您将在您的.cpp文件中定义GLuint Main::texture = 0;。当你尝试这个时,你似乎没有定义变量。对于第二种情况,在类外部的.h中将其声明为extern GLuint texture;,并在任何函数外部将其定义为GLuint texture

这两个解决方案都不是很好的风格,所以它会更好,如果你只是添加一个GLuint texture到你的Main类,然后创建一个Main实例,并使用其成员变量-最好从Main内的函数,所以你可以使用this

理想情况下,你会有像这样的Texture类:

class Texture
{
  Texture() {glGenTextures(1, &id);}
  ~Texture() {glDeleteTextures(1, &id);}
  void Bind() {glBindTexture(GL_TEXTURE_2D, id);}
private:
  GLuint id;  
};
void someFunction()
{
  Texture myTexture;
  myTexture.Bind();
  // do stuff with the texture - like glTexParameteri, glTexImage
}

将更多的功能移动到Texture类中是加分项,但这需要处理更多opengl愚蠢的绑定机制。

错误C2664:"glGenTextures":无法将参数2从"GLuint Main::*"转换为"GLuint *"

&Main::texture是我们所说的成员字段指针,而不是指针。你需要指向一个纹理的实际实例,所以

 Main* mymain; /* = new Main(...); somewehere in the code */
 glGenTextures(1, &mymain->texture);

Extra/bonus

在不太可能的情况下,您确实想使用成员指针,这里有一个示例(codead链接):

#include <stdio.h>
struct A
{
    int p,q,r;
    int getp() { return p; }
};
int main()
{
    int x;
    A a[] = {
        { 1,2,3 },
        { 4,5,6 },
        { 7,8,9 }
    };
    // ---- pointer to member functions
    int A::* member;
    member = &A::p;
    printf("member p: %in", a[2].*member);
    member = &A::q;
    printf("member q: %in", a[2].*member);
    member = &A::r;
    printf("member r: %in", a[2].*member);
    // ---- pointer to member functions
    int (A::*getter)();
    getter = &A::getp;
    x = (a[1].*getter)();
    printf("getter: %in", x);
    x = (a[2].*getter)();
    printf("getter: %in", x);
    return 0;
}