我一直在研究加载TGA文件的基本OpenGl教程,用作3d对象上的纹理。我已经能够从TGA头加载数据,但是当我尝试加载实际的图像数据时,它会失败。我不确定它出了什么问题。这是我的纹理加载类:
标题文件:
struct TGA_Header
{
GLbyte ID_Length;
GLbyte ColorMapType;
GLbyte ImageType;
// Color map specifications
GLbyte firstEntryIndex[2];
GLbyte colorMapLength[2];
GLbyte colorMapEntrySize;
//image specification
GLshort xOrigin;
GLshort yOrigin;
GLshort ImageWidth;
GLshort ImageHeight;
GLbyte PixelDepth;
GLbyte ImageDescriptor;
};
class Texture
{
public:
Texture(string in_filename, string in_name = "");
~Texture();
public:
unsigned short width;
unsigned short height;
unsigned int length;
unsigned char type;
unsigned char *imageData;
unsigned int bpp;
unsigned int texID;
string name;
static vector<Texture *> textures;
private:
bool loadTGA(string filename);
bool createTexture(unsigned char *imageData, int width, int height, int type);
void swap(unsigned char * ori, unsigned char * dest, GLint size);
void flipImage(unsigned char * image, bool flipHorizontal, bool flipVertical, GLushort width, GLushort height, GLbyte bpp);
};
这是cpp中的加载TGA函数:
bool Texture::loadTGA(string filename)
{
TGA_Header TGAheader;
ifstream file( filename.data(), std::ios::in, std::ios::binary );
//make sure the file was opened properly
if (!file.is_open() )
return false;
if( !file.read( (char *)&TGAheader, sizeof(TGAheader) ) )
return false;
//make sure the image is of a type we can handle
if( TGAheader.ImageType != 2 )
return false;
width = TGAheader.ImageWidth;
height = TGAheader.ImageHeight;
bpp = TGAheader.PixelDepth;
if( width < 0 || // if the width or height is less than 0, than
height <= 0 || // the image is corrupt
(bpp != 24 && bpp != 32) ) // make sure we are of the correct bit depth
{
return false;
}
//check for an alpha channel
GLuint type = GL_RGBA;
if ( bpp == 24 )
type = GL_RGB;
GLuint bytesPerPixel = bpp / 8;
//allocate memory for the TGA so we can read it
GLuint imageSize = width * height * bytesPerPixel;
imageData = new GLubyte[imageSize];
if ( imageData == NULL )
return false;
//make sure we are in the correct position to load the image data
file.seekg(-imageSize, std::ios::end);
// if something when wrong, make sure we free up the memory
//NOTE: It never gets past this point. The conditional always fails.
if ( !file.read( (char *)imageData, imageSize ) )
{
delete imageData;
return false;
}
//more code is down here, but it doesnt matter because it does not pass the above function
}
它似乎加载了一些数据,但它一直在返回它失败了。任何有关为什么的帮助将不胜感激。如果它有点罗嗦,但我不确定是什么或不重要。
更新: 所以,我只是重写了这个功能。我使用的ifsteam似乎是导致问题的原因。具体来说,它会尝试加载比我输入的更多字节的数据。我不知道行为的原因,但我在下面列出了我的功能代码。谢谢大家的帮助。
答案 0 :(得分:0)
我不熟悉C ++,抱歉。
您确定此行file.seekg(-imageSize, std::ios::end);
不应该是file.seekg(headerSize, std::ios::start);
吗?
从开始到结束寻求更有意义。
您还应该检查ColorMapType != 0
。
P.S。此处if( width < 0 || height <=0
宽度检查也应为<=
。
答案 1 :(得分:0)
问题可能取决于不支持压缩TGA的TGA算法。
确保不压缩TGA并且TGA顺序(不太重要)位于左下角原点。
我通常使用GIMP,并且在同一时刻,取消选中RLE压缩并将左下对齐。
答案 2 :(得分:0)
所以,我从使用ifstream变为FILE。 ifstream试图加载比我在参数中列出的字节多得多的字节。这是新代码。 (注意:它仍然需要进行优化。我相信有一些未使用的变量会浮动,但它可以很好地工作。)再次感谢大家的帮助。
标题文件:
//struct to hold tga data
struct TGA_Header
{
GLbyte ID_Length;
GLbyte ColorMapType;
GLbyte ImageType;
// Color map specifications
GLbyte firstEntryIndex[2];
GLbyte colorMapLength[2];
GLbyte colorMapEntrySize;
//image specification
GLshort xOrigin;
GLshort yOrigin;
GLshort ImageWidth;
GLshort ImageHeight;
GLbyte PixelDepth;
GLbyte ImageDescriptor;
};
class Texture
{
public:
//functions
Texture(string in_filename, string in_name = "");
~Texture();
public:
//vars
unsigned char *imageData;
unsigned int texID;
string name;
//temp global access point for accessing all loaded textures
static vector<Texture *> textures;
private:
//can add additional load functions for other image types
bool loadTGA(string filename);
bool createTexture(unsigned char *imageData, int width, int height, int type);
void swap(unsigned char * ori, unsigned char * dest, GLint size);
void flipImage(unsigned char * image, bool flipHorizontal, bool flipVertical, GLushort width, GLushort height, GLbyte bpp);
};
#endif
这是加载TGA函数:
bool Texture::loadTGA(string filename)
{
//var for swapping colors
unsigned char colorSwap = 0;
GLuint type;
TGA_Header TGAheader;
FILE* file = fopen(filename.c_str(), "rb");
unsigned char Temp_TGAheader[18];
//check to make sure the file loaded
if( file == NULL )
return false;
fread(Temp_TGAheader, 1, sizeof(Temp_TGAheader), file);
//pull out the relavent data. 2 byte data (short) must be converted
TGAheader.ID_Length = Temp_TGAheader[0];
TGAheader.ImageType = Temp_TGAheader[2];
TGAheader.ImageWidth = *static_cast<unsigned short*>(static_cast<void*>(&Temp_TGAheader[12]));
TGAheader.ImageHeight = *static_cast<unsigned short*>(static_cast<void*>(&Temp_TGAheader[14]));
TGAheader.PixelDepth = Temp_TGAheader[16];
//make sure the image is of a type we can handle
if( TGAheader.ImageType != 2 || TGAheader.ImageWidth <= 0 || TGAheader.ImageHeight <= 0 )
{
fclose(file);
return false;
}
//set the type
if ( TGAheader.PixelDepth == 32 )
{
type = GL_RGBA;
}
else if ( TGAheader.PixelDepth == 24 )
{
type = GL_RGB;
}
else
{
//incompatable image type
return false;
}
//remember bits != bytes. To convert we need to divide by 8
GLuint bytesPerPixel = TGAheader.PixelDepth / 8;
//The Memory Required For The TGA Data
unsigned int imageSize = TGAheader.ImageWidth * TGAheader.ImageHeight * bytesPerPixel;// Calculate
//request the needed memory
imageData = new GLubyte[imageSize];
if ( imageData == NULL ) // just in case
return false;
if( fread(imageData, 1, imageSize, file) != imageSize )
{
//Kill it
delete [] imageData;
fclose(file);
return false;
}
fclose(file);
for (unsigned int x = 0; x < imageSize; x +=bytesPerPixel)
{
colorSwap = imageData[x];
imageData[x] = imageData[x + 2];
imageData[x + 2] = colorSwap;
}
createTexture( imageData, TGAheader.ImageWidth, TGAheader.ImageHeight, type );
return true;
}