我正在为iphone编写一个带有opengl的小应用程序,现在我想以PVRTC格式加载纹理。这很复杂吗?现在我的所有纹理都是.png格式,我正在使用这种方法加载它们:
- (void)loadTexture:(NSString*)nombre {
CGImageRef textureImage = [UIImage imageNamed:nombre].CGImage;
if (textureImage == nil) {
NSLog(@"Failed to load texture image");
return;
}
textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage));
textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage));
imageSizeX= CGImageGetWidth(textureImage);
imageSizeY= CGImageGetHeight(textureImage);
GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4);
CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast );
CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage);
CGContextRelease(textureContext);
a
glGenTextures(1, &textures[0]);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
free(textureData);
glEnable(GL_BLEND);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
修改此功能以读取PVRTC很复杂?我该怎么办?
答案 0 :(得分:3)
是的,您需要查看PVRTextureLoader示例。这是一种非常简单的文件格式。关键部分是标题结构:
typedef struct _PVRTexHeader
{
uint32_t headerLength;
uint32_t height;
uint32_t width;
uint32_t numMipmaps;
uint32_t flags;
uint32_t dataLength;
uint32_t bpp;
uint32_t bitmaskRed;
uint32_t bitmaskGreen;
uint32_t bitmaskBlue;
uint32_t bitmaskAlpha;
uint32_t pvrTag;
uint32_t numSurfs;
} PVRTexHeader;
然后,您可以使用 dataWithContentsOfFile 来覆盖整个文件,只需将结果转换为结构:
NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
NSString* fullPath = [resourcePath stringByAppendingPathComponent:nombre];
NSData* fileData = [NSData dataWithContentsOfFile:fullPath];
PVRTexHeader* header = (PVRTexHeader*) [fileData bytes];
char* imageData = (char*) [fileData bytes] + header->headerLength;
要确定纹理格式,可以查看结构中的标志字段。不要忘记调用 glCompressedTexImage2D 而不是 glTexImage2D 。
答案 1 :(得分:0)
查看XCode中开发人员文档中的PVRTextureLoader示例。它拥有你所需要的一切。