如何在GLUT上加载bmp以将其用作纹理?

时间:2012-09-20 17:53:41

标签: c++ opengl textures glut bmp

我一直在寻找一个简单的解决方案,用c ++为我的OpenGl GLUT简单月球着陆器游戏添加精灵,看来我必须使用bmp,因为它们最容易加载并将它们用作矩形上的纹理。

我怎样才能将bmp作为纹理加载?

5 个答案:

答案 0 :(得分:33)

查看我的简单c实现函数来加载纹理。

GLuint LoadTexture( const char * filename )
{

  GLuint texture;

  int width, height;

  unsigned char * data;

  FILE * file;

  file = fopen( filename, "rb" );

  if ( file == NULL ) return 0;
  width = 1024;
  height = 512;
  data = (unsigned char *)malloc( width * height * 3 );
  //int size = fseek(file,);
  fread( data, width * height * 3, 1, file );
  fclose( file );

 for(int i = 0; i < width * height ; ++i)
{
   int index = i*3;
   unsigned char B,R;
   B = data[index];
   R = data[index+2];

   data[index] = R;
   data[index+2] = B;

}


glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST );


glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_REPEAT );
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,GL_RGB, GL_UNSIGNED_BYTE, data );
free( data );

return texture;
}

上面的函数返回纹理数据。将纹理数据存储在变量

 GLuint texture
 texture= LoadTexture( "your_image_name.bmp" );

现在您可以使用glBindTexture

绑定texure
glBindTexture (GL_TEXTURE_2D, texture);

答案 1 :(得分:4)

从OpenGL_3_2_Utils检查我的TextureLoader(TextureLoader.h + TextureLoader.cpp):

https://github.com/mortennobel/OpenGL_3_2_Utils

这两个文件不依赖于任何其他文件,也应该在任何版本的OpenGL(以及任何平台)上无缝地工作。可以在文件注释中找到示例用法。

答案 2 :(得分:4)

答案 3 :(得分:1)

改进版

GLuint LoadTexture(GLuint tex, const char * filename, int width, int height)
{
//bmp 24 bit
unsigned char * data;
unsigned char R,G,B;
FILE * file;

//open .bmp
file = fopen(filename, "rb");

if(file == NULL)return 0;
//get memory for data
data =(unsigned char *)malloc(width * height * 3);
//data skip offset 
fseek(file,128,0);
//read file to data
fread(data, width * height * 3, 1, file);
//close file
fclose(file);

//transpose R,G,B values
int index;
for(int i = 0; i < width * height ; ++i)
    {
    index = i*3;
    B = data[index]; G = data[index+1]; R = data[index+2];
    data[index] = R; data[index+1] = G; data[index+2] = B;
    }

//create a texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height,GL_RGB, GL_UNSIGNED_BYTE, data);

//texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

//free memory
free(data);
return 0;
}


void init(void)
{
//texture loading, bmp 24 bit
LoadTexture(1, "01.bmp", 316, 316);
LoadTexture(2, "02.bmp", 316, 316);
LoadTexture(3, "05.bmp", 316, 316);
LoadTexture(4, "03.bmp", 316, 316);
LoadTexture(5, "06.bmp", 316, 316);
LoadTexture(6, "04.bmp", 316, 316);

. . . . . . . . . . . .

enter image description here

Linux

gcc cube.c -o cube -lglut -lGL -lGLU

视窗

tcc cube.c -o cube.exe -LC:\tcc\lib -lopengl32 -lglu32 -lglut32 -Wl,-subsystem=windows

答案 4 :(得分:0)

  

如何在GLUT上加载bmp以将其用作纹理?

另一个非常简单的解决方案是使用STB library,可以在GitHub - nothings/stb找到。

所需要的只是一个源文件,头文件&#34; stb_image.h&#34;。

包含头文件并通过设置预处理器定义STB_IMAGE IMPLEMENTATION启用图像读取:

#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

图像文件可以由函数stbi_load读取:

const char *filename = .....; // path and filename
int         req_channels = 3; // 3 color channels of BMP-file   

int width = 0, height = 0, channels = 0;
stbi_uc *image = stbi_load( filename, &width, &height, &channels, 3 ); 

当图像加载到纹理对象时,GL_UNPACK_ALIGNMENT必须设置为1 默认情况下,GL_UNPACK_ALIGNMENT为4,因此假定图像的每一行都与4个字节对齐。共同的BMP文件的像素大小为3个字节并且紧密堆积,这会导致不对齐。
加载图像后,可以通过stbi_image_free

释放存储器上的内存
GLuint texture_obj = 0;
if ( image != nullptr )
{
    glGenTextures(1, &texture_obj);
    glBindTexture(GL_TEXTURE_2D, texture_obj);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // default

    stbi_image_free( image );
}