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outdated: 35.Playing AVI Files In OpenGL

时间:2016-09-15 16:26:23      阅读:228      评论:0      收藏:0      [点我收藏+]

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AVI视频文件读取,首先得建个AVI(AVISTREAMINFO)文件流指针,具体的结构,

typedef struct {
  DWORD fccType;                     // Stream type
  DWORD fccHandler;                  // Compressor handler
  DWORD dwFlags;                     // Applicable flags for the stream
  DWORD dwCaps;                      // Capability flags; currently unused
  WORD  wPriority;                   // Priority of the stream
  WORD  wLanguage;                   // Language of the stream
  DWORD dwScale;                     // Time scale applicable for the stream
  DWORD dwRate;                      // Rate in an integer format
  DWORD dwStart;                     // Sample number of the first frame of the AVI file
  DWORD dwLength;                    // Length of this stream
  DWORD dwInitialFrames;             // Audio skew
  DWORD dwSuggestedBufferSize;       // Recommended buffer size, in bytes, for the stream
  DWORD dwQuality;                   // Quality indicator of the video data in the stream
  DWORD dwSampleSize;                // Size, in bytes, of a single data sample
  RECT  rcFrame;                     // Dimensions of the video destination rectangle
  DWORD dwEditCount;                 // Number of times the stream has been edited
  DWORD dwFormatChangeCount;         // Number of times the stream format has changed
  TCHAR szName[64];                  // Null-terminated string containing a description of the stream
} AVISTREAMINFO;

在flipIt函数__asm关键字用于调用内联汇编程序,在C/C++语法合法时出现,不能单独出现,后跟汇编指令,一组大括号中的命令或至少时空括号。

在OpenAVI函数中,AVIFileInit()函数初始化AVIFile库。

AVIStreamOpenFromFile()函数从文件中读取流,具体的格式为,

STDAPI AVIStreamOpenFromFile(
   PAVISTREAM *ppavi,
   LPCTSTR    szFile,
   DWORD      fccType,
   LONG       lParam,
   UINT       mode,
   CLSID      *pclsidHandler
);

AVIStreamInfo()函数读取关于流的头部信息到psi中,这样就可以直接得出文件的宽和高,函数具体格式为,

STDAPI AVIStreamInfo(
   PAVISTREAM     pavi,
   AVISTREAMINFO  *psi,
   LONG           lSize
);

AVIStreamLength()函数读取流的长度。

AVIStreamSampleToTime()函数将流从一个位置开始转化为毫秒。若从开始转化再除以长度就可以知道平均每帧的毫秒数。

在GrabAVIFrame()函数中,DrawDibDraw()函数在屏幕上画一个DIB,具体格式为,

BOOL DrawDibDraw(
   HDRAWDIB           hdd,
   HDC                hdc,
   int                xDst,
   int                yDst,
   int                dxDst,
   int                dyDst,
   LPBITMAPINFOHEADER lpbi,
   LPVOID             lpBits,
   int                xSrc,
   int                ySrc,
   int                dxSrc,
   int                dySrc,
   UINT               wFlags
);

glTexSubImage2D()函数指定现有贴图的一部分,但不能创建一个新的贴图。

技术分享

下面为代码,

技术分享
#ifndef GL_FRAMEWORK_INCLUDED
#define GL_FRAMEWORK_INCLUDED

#include <windows.h>

typedef struct {                                   // Structure for keyboard stuff
    BOOL keyDown[256];
} Keys;

typedef struct {                                   // Contains information vital to applications 
    HMODULE hInstance;                             // Application Instance
    const char* className;
} Application;

typedef struct {                                   // Window creation info
    Application* application;
    char* title;
    int width;
    int height;
    int bitsPerPixel;
    BOOL isFullScreen;
} GL_WindowInit;

typedef struct {                                   // Contains information vital to a window
    Keys* keys;
    HWND hWnd;                                     // Windows handle
    HDC hDC;                                       // Device context
    HGLRC hRC;                                     // Rendering context
    GL_WindowInit init;
    BOOL isVisible;                                // Window visiable?
    DWORD lastTickCount;                           // Tick counter
} GL_Window;

void TerminateApplication(GL_Window* window);      // Terminate the application

void ToggleFullscreen(GL_Window* window);          // Toggle fullscreen / Windowed mode

BOOL Initialize(GL_Window* window, Keys* keys);

void Deinitialize(void);

void Update(DWORD milliseconds);

void Draw(void);
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
#endif
Previous.h
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#include <Windows.h>
#include <GL\glew.h>
#include <GL\glut.h>
#include "Previous.h"

#define WM_TOGGLEFULLSCREEN (WM_USER+1)                   // Application define message for toggling 
// between fulscreen / windowed mode
static BOOL g_isProgramLooping;                           // Window creation loop, for fullscreen / windowed mode
static BOOL g_createFullScreen;                           // If true, then create window

void TerminateApplication(GL_Window* window)              // Terminate the application
{
    PostMessage(window->hWnd, WM_QUIT, 0, 0);             // Send a WM_QUIT message
    g_isProgramLooping = FALSE;                           // Stop looping of the program
}

void ToggleFullscreen(GL_Window* window)                  // Toggle fullscreen /windowed mode
{
    PostMessage(window->hWnd, WM_TOGGLEFULLSCREEN, 0, 0); // Send a WM_TOGGLEFULLSCREEN message
}

void ReshapeGL(int width, int height)                     // Reshape the window  when it‘s moved or resized
{
    glViewport(0, 0, (GLsizei)(width), (GLsizei)(height)); // Reset the current viewport
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    // Calcutate the aspect ratio of the window
    gluPerspective(45.0f, (GLfloat)(width) / (GLfloat)(height), 1.0, 100.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

BOOL ChangeScreenResolution(int width, int height, int bitsPerPixel)     // Change the screen resolution
{
    DEVMODE dmScreenSettings;                              // Device mode
    ZeroMemory(&dmScreenSettings, sizeof(DEVMODE));        // Make sure memory is cleared
    dmScreenSettings.dmSize = sizeof(DEVMODE);             // Size of the devmode structure
    dmScreenSettings.dmPelsWidth = width;
    dmScreenSettings.dmPelsHeight = height;
    dmScreenSettings.dmBitsPerPel = bitsPerPixel;
    dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
    if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
        return FALSE;                                      // Display change failed
    }
    return TRUE;
}

BOOL CreateWindowGL(GL_Window* window)
{
    DWORD windowStyle = WS_OVERLAPPEDWINDOW;                // Define window style
    DWORD windowExtendedStyle = WS_EX_APPWINDOW;            // Define the window‘s extended style

    ShowCursor(FALSE);
    PIXELFORMATDESCRIPTOR pdf = {
        sizeof(PIXELFORMATDESCRIPTOR),                      // Size of this pixel format descriptor
        1,                                                  // Version Number
        PFD_DRAW_TO_WINDOW |                                // Format must support window
        PFD_SUPPORT_OPENGL |                                // Format must support openGL
        PFD_DOUBLEBUFFER,                                   // Must support double buffering
        PFD_TYPE_RGBA,                                      // Request an RGBA format
        window->init.bitsPerPixel,                          // Select color depth
        0, 0, 0, 0, 0, 0,                                   // Color bits ignored
        0,                                                  // No alpha buffer
        0,                                                  // Shift bit ignored
        0,                                                  // No accumulation buffer
        0, 0, 0, 0,                                         // Accumulation bits ignored
        16,                                                 // 16bits Z-buffer (depth buffer)
        0,                                                  // No stencil buffer
        0,                                                  // No auxiliary buffer
        PFD_MAIN_PLANE,                                     // Main drawing layer
        0,                                                  // Reserved
        0, 0, 0                                             // Layer masks ignored
    };
    RECT windowRect = { 0, 0, window->init.width, window->init.height };   // Window coordiantes

    GLuint PixelFormat;

    if (window->init.isFullScreen == TRUE) {
        if (ChangeScreenResolution(window->init.width, window->init.height, window->init.bitsPerPixel) == FALSE)
        {
            // Fullscreen mode failed, run in windowed mode instead
            MessageBox(HWND_DESKTOP, "Mode Switch Failed.\nRuning In Windowed Mode.",
                "Error", MB_OK | MB_ICONEXCLAMATION);
            window->init.isFullScreen = FALSE;
        }
        else {
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
            ShowCursor(FALSE);
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
            windowStyle = WS_POPUP;                         // Popup window
            windowExtendedStyle |= WS_EX_TOPMOST;
        }
    }
    else {
        // Adjust window, account for window borders
        AdjustWindowRectEx(&windowRect, windowStyle, 0, windowExtendedStyle);
    }
    // Create Opengl window
    window->hWnd = CreateWindowEx(windowExtendedStyle,      // Extended style
        window->init.application->className,                // Class name
        window->init.title,                                 // Window title
        windowStyle,                                        // Window style
        0, 0,                                               // Window X,Y position
        windowRect.right - windowRect.left,                 // Window width
        windowRect.bottom - windowRect.top,                 // Window height
        HWND_DESKTOP,                                       // Desktop is window‘s parent
        0,                                                  // No menu
        window->init.application->hInstance,                // Pass the window instance
        window);

    if (window->hWnd == 0) {                                // Was window creation a success?
        return FALSE;
    }
    window->hDC = GetDC(window->hWnd);
    if (window->hDC == 0) {
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
        return FALSE;
    }
    PixelFormat = ChoosePixelFormat(window->hDC, &pdf);     // Find a compatible pixel format
    if (PixelFormat == 0) {
        ReleaseDC(window->hWnd, window->hDC);               // Release device context
        window->hDC = 0;
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
        return FALSE;
    }
    if (SetPixelFormat(window->hDC, PixelFormat, &pdf) == FALSE) {   // Try to set the pixel format
        ReleaseDC(window->hWnd, window->hDC);
        window->hDC = 0;
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
        return FALSE;
    }
    window->hRC = wglCreateContext(window->hDC);            // Try to get a rendering context
    if (window->hRC == 0) {
        ReleaseDC(window->hWnd, window->hDC);
        window->hDC = 0;
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
        return FALSE;
    }
    // Make the rendering context our current rendering context
    if (wglMakeCurrent(window->hDC, window->hRC) == FALSE) {
        wglDeleteContext(window->hRC);                      //  Delete the rendering context
        window->hRC = 0;
        ReleaseDC(window->hWnd, window->hDC);
        window->hDC = 0;
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
        return FALSE;
    }
    ShowWindow(window->hWnd, SW_NORMAL);                    // Make the window visiable
    window->isVisible = TRUE;
    ReshapeGL(window->init.width, window->init.height);     // Reshape our GL window
    ZeroMemory(window->keys, sizeof(Keys));                 // Clear all keys
    window->lastTickCount = GetTickCount();
    return TRUE;
}

BOOL DestoryWindowGL(GL_Window* window)
{
    if (window->hWnd != 0) {
        if (window->hDC != 0) {
            wglMakeCurrent(window->hDC, 0);                 // Setting current active rendering context to zero
            if (window->hRC != 0) {
                wglDeleteContext(window->hRC);
                window->hRC = 0;
            }
            ReleaseDC(window->hWnd, window->hDC);
            window->hDC = 0;
        }
        DestroyWindow(window->hWnd);
        window->hWnd = 0;
    }
    if (window->init.isFullScreen) {
        ChangeDisplaySettings(NULL, 0);                     // Switch back to desktop resolution
        ShowCursor(TRUE);
    }
    return TRUE;
}

// Process window message callback
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    // Get the window context
    GL_Window* window = (GL_Window*)(GetWindowLong(hWnd, GWL_USERDATA));
    switch (uMsg) {                                         // Evaluate window message
    case WM_SYSCOMMAND:                                     // Intercept system commands
    {
        switch (wParam) {                                   // Check system calls
        case SC_SCREENSAVE:                                 // Screensaver trying to start?
        case SC_MONITORPOWER:                               // Mointer trying to enter powersave?
            return 0;                                           // Prevent form happening
        }
        break;
    }
    return 0;
    case WM_CREATE:
    {
        CREATESTRUCT* creation = (CREATESTRUCT*)(lParam);   // Store window structure pointer
        window = (GL_Window*)(creation->lpCreateParams);
        SetWindowLong(hWnd, GWL_USERDATA, (LONG)(window));
    }
    return 0;

    case WM_CLOSE:
        TerminateApplication(window);
        return 0;

    case WM_SIZE:
        switch (wParam) {
        case SIZE_MINIMIZED:                                 // Was window minimized?
            window->isVisible = FALSE;
            return 0;
        case SIZE_MAXIMIZED:
            window->isVisible = TRUE;
            ReshapeGL(LOWORD(lParam), HIWORD(lParam));
            return 0;
        case SIZE_RESTORED:
            window->isVisible = TRUE;
            ReshapeGL(LOWORD(lParam), HIWORD(lParam));
            return 0;
        }
        break;

    case WM_KEYDOWN:
        if ((wParam >= 0) && (wParam <= 255)) {
            window->keys->keyDown[wParam] = TRUE;            // Set the selected key(wParam) to true
            return 0;
        }
        break;

    case WM_KEYUP:
        if ((wParam >= 0) && (wParam <= 255)) {
            window->keys->keyDown[wParam] = FALSE;
            return 0;
        }
        break;

    case WM_TOGGLEFULLSCREEN:
        g_createFullScreen = (g_createFullScreen == TRUE) ? FALSE : TRUE;
        PostMessage(hWnd, WM_QUIT, 0, 0);
        break;
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);        // Pass unhandle message to DefWindowProc
}

BOOL RegisterWindowClass(Application* application)
{
    WNDCLASSEX windowClass;
    ZeroMemory(&windowClass, sizeof(WNDCLASSEX));            // Make sure memory is cleared
    windowClass.cbSize = sizeof(WNDCLASSEX);                 // Size of the windowClass structure
    windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;  // Redraws the window for any movement / resizing
    windowClass.lpfnWndProc = (WNDPROC)(WindowProc);         // WindowProc handles message
    windowClass.hInstance = application->hInstance;          // Set the instance
    windowClass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);// Class background brush color
    windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);       // Load the arrow pointer
    windowClass.lpszClassName = application->className;      // Sets the application className
    if (RegisterClassEx(&windowClass) == 0) {
        MessageBox(HWND_DESKTOP, "RegisterClassEx Failed!", "Error", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;
    }
    return TRUE;
}

int WINAPI WinMain(HINSTANCE hIstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    Application application;
    GL_Window window;
    Keys keys;
    BOOL isMessagePumpActive;
    MSG msg;
    DWORD tickCount;

    application.className = "OpenGL";
    application.hInstance = hIstance;

    ZeroMemory(&window, sizeof(GL_Window));
    window.keys = &keys;                                     // Window key structure
    window.init.application = &application;                  // Window application
    window.init.title = "GL Framework";                           // Window title
    window.init.width = 640;                                 // Window width
    window.init.height = 480;                                // Window height
    window.init.bitsPerPixel = 16;                           // Bits per pixel
    window.init.isFullScreen = TRUE;                         // Fullscreen? (set to TRUE)

    ZeroMemory(&keys, sizeof(Keys));
    if (MessageBox(HWND_DESKTOP, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",
        MB_YESNO | MB_ICONQUESTION) == IDNO)
    {
        window.init.isFullScreen = FALSE;
    }
    if (RegisterWindowClass(&application) == FALSE)
    {
        MessageBox(HWND_DESKTOP, "Error Registering Window Class!", "Error", MB_OK | MB_ICONEXCLAMATION);
        return -1;
    }
    g_isProgramLooping = TRUE;
    g_createFullScreen = window.init.isFullScreen;
    while (g_isProgramLooping) {                             // Loop until WM_QUIT is received
        window.init.isFullScreen = g_createFullScreen;       // Set init param of window creation to fullscreen?
        if (CreateWindowGL(&window) == TRUE) {               // Was window creation successful?
                                                             // At this point we should have a window that is setup to render OpenGL
            if (Initialize(&window, &keys) == FALSE) {
                TerminateApplication(&window);               // Close window, this will handle the shutdown
            }
            else {
                isMessagePumpActive = TRUE;
                while (isMessagePumpActive == TRUE) {
                    // Success creating window. Check for window messages
                    if (PeekMessage(&msg, window.hWnd, 0, 0, PM_REMOVE) != 0) {
                        if (msg.message != WM_QUIT) {
                            DispatchMessage(&msg);
                        }
                        else {
                            isMessagePumpActive = FALSE;     // Terminate the message pump
                        }
                    }
                    else {
                        if (window.isVisible == FALSE) {
                            WaitMessage();                   // Application is minimized wait for a message
                        }
                        else {
                            // Process application loop
                            tickCount = GetTickCount();      // Get the tick count
                            Update(tickCount - window.lastTickCount); // Update the counter
                            window.lastTickCount = tickCount;// Set last count to current count
                            Draw();                          // Draw screen
                            SwapBuffers(window.hDC);
                        }
                    }
                }
            }
            // Application is finished
            Deinitialize();
            DestoryWindowGL(&window);
        }
        else {
            MessageBox(HWND_DESKTOP, "Error Creating OpenGL Window", "Error", MB_OK | MB_ICONEXCLAMATION);
            g_isProgramLooping = FALSE;
        }
    }
    UnregisterClass(application.className, application.hInstance);    // UnRegister window class
    return 0;
}
Previous.cpp
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/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
#include <windows.h>
#include <stdio.h>
#include <Vfw.h>
#include <gl/glew.h>
#include <GL\glut.h>
#include <GL\GLUAX.H>
#include "Previous.h"
#pragma comment(lib, "legacy_stdio_definitions.lib")
#pragma comment(lib, "vfw32.lib")


#ifndef CDS_FULLSCREEN
#define CDA_FULLSCREEN
#endif

GL_Window* g_window;
Keys* g_keys;

/*
*  Every OpenGL program is linked to a Rendering Context.
*  A Rendering Context is what links OpenGL calls to the Device Context.
*  In order for your program to draw to a Window you need to create a Device Context.
*  The DC connects the Window to the GDI (Graphics Device Interface).
*/

HGLRC     hRC = NULL;                      // Permanent rendering context
HDC       hdc = CreateCompatibleDC(0);     // Private GDI device context
HWND      hWnd = NULL;                     // Holds our window handle
HINSTANCE hInstance;                       // Holds the instance of the application

/*
*  It‘s important to make this global so that each procedure knows if
*  the program is running in fullscreen mode or not.
*/

bool keys[256];         // Array used for the keyboard routine
bool active = TRUE;     // Window active flag set to TRUE by default
bool fullscreen = TRUE; // Fullscreen flag set to fullscreen mode by default

float angle;            // Rotation
int next;               // Animtion
int frame = 0;          // Frame counter
int effect;             // Current effect
bool sp;                // ‘space‘ pressed ?
bool env = TRUE;        // Environment mapping
bool ep;                // ‘E‘ pressed ?
bool bg = TRUE;         // Background
bool bp;                // ‘B‘ pressed ?

AVISTREAMINFO psi;      // Pointer to a structure containing stream info
PAVISTREAM pavi;        // Handle to an open stream
PGETFRAME pgf;          // Pointer to a GetFrame object
BITMAPINFOHEADER bmih;  // Header information for DrawDibDraw decoding

long lastframe;         // Last frame of the stream
int width;              // Video
int height;
char* pdata;            // Texture data
int mpf;                // Will hold rough millisecond per frame

GLUquadricObj* quadratic;
HDRAWDIB hdd;           // Handle for dib
HBITMAP hBitmap;        // Handle to a device dependant bitmap
unsigned char* data = 0;// Resized image

void flipIt(void* buffer)                             // Flips the red and blue bytes
{
    void* b = buffer;
    __asm {                                           // Assembler
        mov ecx, 256 * 256                            // Set up a counter 
        mov ebx, b                                    // Points ebx to data
        label :                                       // Label used for looping
        mov al, [ebx + 0]                             // Loads value at ebx into al
        mov ah, [ebx + 2]                             // Loads value at ebx+2 into ah
        mov [ebx + 2], al                             // Stores value in al at ebx+2
        mov [ebx + 0], ah                             // Stores value in ah at ebx

        add ebx, 3                                    // Moves through the data by 3 bytes
        dec ecx                                       // Decreases loop counter
        jnz label                                     // If not zero jump back to label
    }
}

void OpenAVI(LPCSTR szFile)
{
    TCHAR title[100];
    AVIFileInit();                                    // Opens the AVIFile library
    if (AVIStreamOpenFromFile(&pavi, szFile, streamtypeVIDEO, 0, OF_READ, NULL) != 0) {
        MessageBox(HWND_DESKTOP, "Failed to open the AVI stream", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    }
    AVIStreamInfo(pavi, &psi, sizeof(psi));           // Reads infomation about the stream into psi
    width = psi.rcFrame.right - psi.rcFrame.left;     // Width is right side of frame minus left
    height = psi.rcFrame.bottom - psi.rcFrame.top;    // Height

    lastframe = AVIStreamLength(pavi);                // The last frame of the stream

    mpf = AVIStreamSampleToTime(pavi, lastframe) / lastframe;  // Calculate rough milliseconds per frame

    bmih.biSize = sizeof(BITMAPINFOHEADER); //  The dimensions and color format of a device-independent bitmap 
    bmih.biPlanes = 1;
    bmih.biBitCount = 24;                             // Bits format (24 bit, 3 bytes)
    bmih.biWidth = 256;
    bmih.biHeight = 256;
    bmih.biCompression = BI_RGB;                      // Requested mode

    hBitmap = CreateDIBSection(hdc, (BITMAPINFO*)(&bmih), DIB_RGB_COLORS, (void**)(&data), NULL, NULL);
    SelectObject(hdc, hBitmap);                       // Select hBitmap    into device context

    pgf = AVIStreamGetFrameOpen(pavi, NULL);          // Create the PGETFRAME using request mode
    if (pgf == NULL) {
        MessageBox(HWND_DESKTOP, "Failed to open the AVI frame", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    }
    // Information for the title bar
    wsprintf(title, "AVI player: width: %d, height: %d, frames: %d", width, height, lastframe);
    SetWindowText(g_window->hWnd, title);             // Modify the title bar
}

void GrabAVIFrame(int frame)                          // Grabs a frame from the stream
{
    LPBITMAPINFOHEADER lpbi;                          // Holds the bitmap header information
    lpbi = (LPBITMAPINFOHEADER)AVIStreamGetFrame(pgf, frame); // Grabs data from the AVI stream
    // Pointer to data returned by AVIStreamGetFrame
    pdata = (char*)lpbi + lpbi->biSize + lpbi->biClrUsed * sizeof(RGBQUAD);
    // Convert data to requested bitmap format
    DrawDibDraw(hdd, hdc, 0, 0, 256, 256, lpbi, pdata, 0, 0, width, height, 0);

    flipIt(data);                                     // Swap the red and blue bytes (GL compatability
    // Update the texture
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, data);
}

void closeAVI(void)                                   // Properly closes the AVI file
{
    DeleteObject(hBitmap);                            // Delete the device dependant bitmap object
    DrawDibClose(hdd);                                // Closes the    DrawDib device context
    AVIStreamGetFrameClose(pgf);                      // Deallocates the GetFrame resource
    AVIStreamRelease(pavi);                           // Release the stream
    AVIFileExit();                                    // Release the file
}

BOOL Initialize(GL_Window* window, Keys* keys)
{
    g_window = window;
    g_keys = keys;

    angle = 0.0f;
    hdd = DrawDibOpen();                              // Grabs a device context for Dib
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
    glClearDepth(1.0f);
    glDepthFunc(GL_LEQUAL);                           // The type of depth testing (less or equal)
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set perspective calculations to most accurate
    
    quadratic = gluNewQuadric();                      // Create a pointer to the quadric object
    gluQuadricNormals(quadratic, GLU_SMOOTH);         // Create smooth noraml
    gluQuadricTexture(quadratic, GL_TRUE);            // Create texture coords

    glEnable(GL_TEXTURE_2D);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);// Set the texture generation mode for S to sphere mapping
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);// Set the texture generation mode for T to sphere mapping
    OpenAVI("Data/face2.avi");
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    return TRUE;
}

void Deinitialize(void)
{
    closeAVI();
}

void Update(DWORD milliseconds)
{
    ShowCursor(TRUE);
    if (g_keys->keyDown[VK_ESCAPE] == TRUE) {
        TerminateApplication(g_window);
    }
    if (g_keys->keyDown[VK_F1] == TRUE) {
        ToggleFullscreen(g_window);
    }
    if ((g_keys->keyDown[ ]) && !sp) {
        sp = TRUE;
        effect++;
        if (effect >= 3)
            effect = 0;
    }
    if (!g_keys->keyDown[ ])
        sp = FALSE;
    
    if ((g_keys->keyDown[B]) && !bp) {
        bp = TRUE;
        bg = !bg;
    }
    if (!g_keys->keyDown[B])
        bp = FALSE;

    if ((g_keys->keyDown[E]) && !ep) {
        ep = TRUE;
        env = !env;
    }
    if (!g_keys->keyDown[E])
        ep = FALSE;

    angle += (float)(milliseconds) / 60.0f;           // Update angle based on the timer
    next += milliseconds;                             // Increase next based on the timer
    frame = next / mpf;                               // Calculate the current frame

    if (frame >= lastframe) {
        frame = 0;
        next = 0;                                     // Reset the animation timer
    }
}

void Draw(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    GrabAVIFrame(frame);

    if (bg) {                                        // Is background visiable?
        glLoadIdentity();
        glBegin(GL_QUADS);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(11.0f, 8.3f, -20.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-11.0f, 8.3f, -20.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-11.0f, -8.3f, -20.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(11.0f, -8.3f, -20.0f);
        glEnd();
    }
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -10.0f);
    if (env) {                                        // Is environment mapping on?
        glEnable(GL_TEXTURE_GEN_S);
        glEnable(GL_TEXTURE_GEN_T);
    }
    glRotatef(angle * 2.3f, 1.0f, 0.0f, 0.0f);
    glRotatef(angle * 1.8f, 0.0f, 1.0f, 0.0f);
    glTranslatef(0.0f, 0.0f, 2.0f);

    switch (effect) {
    case 0:
        glRotatef(angle * 1.3f, 1.0f, 0.0f, 0.0f);
        glRotatef(angle * 1.1f, 0.0f, 1.0f, 0.0f);
        glRotatef(angle * 1.2f, 0.0f, 0.0f, 1.0f);
        glBegin(GL_QUADS);
            // Front Face
            glNormal3f(0.0f, 0.0f, 0.5f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
            // Back Face
            glNormal3f(0.0f, 0.0f, -0.5f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
            // Top Face
            glNormal3f(0.0f, 0.5f, 0.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
            // Bottom Face
            glNormal3f(0.0f, -0.5f, 0.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
            // Right Face
            glNormal3f(0.5f, 0.0f, 0.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
            // Left Face
            glNormal3f(-0.5f, 0.0f, 0.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
        glEnd();
        break;
    case 1:
        glRotatef(angle * 1.3f, 1.0f, 0.0f, 0.0f);
        glRotatef(angle * 1.1f, 0.0f, 1.0f, 0.0f);
        glRotatef(angle * 1.2f, 0.0f, 0.0f, 1.0f);
        gluSphere(quadratic, 1.3f, 20, 20);                   // Sphere
        break;

    case 2:
        glRotatef(angle * 1.3f, 1.0f, 0.0f, 0.0f);
        glRotatef(angle * 1.1f, 0.0f, 1.0f, 0.0f);
        glRotatef(angle * 1.2f, 0.0f, 0.0f, 1.0f);
        gluCylinder(quadratic, 1.0f, 1.0f, 3.0f, 32, 32);
        break;
    }
    if (env) {
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
    }
    glFlush();
}
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
Main.cpp

Thanks for Nehe‘s tutorials, this is his home.

outdated: 35.Playing AVI Files In OpenGL

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原文地址:http://www.cnblogs.com/clairvoyant/p/5874954.html

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