VC运用OPENGL加载BMP纹理图的实现方法汇总
投稿:shichen2014
这篇文章主要介绍了VC运用OPENGL加载BMP纹理图的实现方法,对于更好的了解OpenGL很有帮助,需要的朋友可以参考下
OpenGL是专业的图形程序接口,功能非常强大,调用方便的底层图形库。本文汇总了运用OPENGL加载BMP纹理图的几个实现方法。
方法一:
首先获取位图句柄:
HBITMAP hBmp = (HBITMAP) ::LoadImage (AfxGetResourceHandle(),MAKEINTRESOURCE(IDB_BITMAP1), IMAGE_BITMAP, 0, 0,LR_CREATEDIBSECTION);
然后根据位图句柄得到位图信息:
BITMAP BM; ::GetObject (hBmp, sizeof (BM), &BM);
最后根据位图信息中的RGB值建立纹理:
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, BM.bmWidth, BM.bmHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE,BM.bmBits);
方法二:
首先用OpenGL辅助库获得位图信息:
AUX_RGBImageRec* TextureImage[1]; TextureImage[0]=auxDIBImageLoad("1.bmp");
然后建立纹理
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
方法三:
从底层做,需要了解bmp文件的结构,首先读取bmp文件结构,包括文件头、信息头和数据,数据用于后面定义纹理
long ImageWidth=256; long ImageHeight=256; GLubyte Image[256][256][3]; void ReadHeader(FILE *fp , BITMAPFH * p_bitmapheader , BITMAPIH *p_bitmapinfo) { fseek(fp, 0, SEEK_SET) ; fread( &p_bitmapheader->bfType,sizeof(unsigned short), 1, fp ); fseek(fp, 2, SEEK_SET) ; fread( &p_bitmapheader->bfSize,sizeof(unsigned long), 1, fp ); fseek(fp, 6, SEEK_SET) ; fread( &p_bitmapheader->bfReserved1,sizeof(unsigned short), 1, fp ); fseek(fp, 8, SEEK_SET) ; fread( &p_bitmapheader->bfReserved2,sizeof(unsigned short), 1, fp ); fseek(fp, 10, SEEK_SET) ; fread( &p_bitmapheader->bfOffBits,sizeof(unsigned long), 1, fp ); fseek(fp, 14, SEEK_SET) ; fread( &p_bitmapinfo->biSize, sizeof(unsigned long), 1, fp ); fseek(fp, 18, SEEK_SET) ; fread( &p_bitmapinfo->biWidth, sizeof(unsigned long), 1, fp ); fseek(fp, 22, SEEK_SET) ; fread( &p_bitmapinfo->biHeight, sizeof(unsigned long), 1, fp ); fseek(fp, 26, SEEK_SET) ; fread( &p_bitmapinfo->biPlanes, sizeof(unsigned short), 1, fp ); fseek(fp, 28, SEEK_SET) ; fread( &p_bitmapinfo->biBitCount, sizeof(unsigned short), 1, fp ); fseek(fp, 30, SEEK_SET) ; fread( &p_bitmapinfo->biCompression, sizeof(unsigned long), 1, fp ); fseek(fp, 34, SEEK_SET) ; fread( &p_bitmapinfo->biSizeImage, sizeof(unsigned long), 1, fp ); fseek(fp, 38, SEEK_SET) ; fread( &p_bitmapinfo->biXPelsPerMeter, sizeof(unsigned long), 1, fp ); fseek(fp, 42, SEEK_SET) ; fread( &p_bitmapinfo->biYPelsPerMeter, sizeof(unsigned long), 1, fp ); fseek(fp, 46, SEEK_SET) ; fread( &p_bitmapinfo->biClrUsed, sizeof(unsigned long), 1, fp ); fseek(fp, 50, SEEK_SET) ; fread( &p_bitmapinfo->biClrImportant, sizeof(unsigned long), 1, fp ); } void ReadBitmapFile() { BITMAPFH bitmapheader ; BITMAPIH bitmapinfo ; FILE *fp; fp = fopen("6.bmp" , "r") ; if(!fp) { puts("Read file failed.") ; return; } ReadHeader(fp, &bitmapheader , &bitmapinfo) ; if(bitmapinfo.biBitCount != 24) { puts("UNSUPPORT") ; return; } ImageWidth = bitmapinfo.biWidth; ImageHeight = bitmapinfo.biHeight; int i=bitmapheader.bfOffBits; while(i<bitmapheader.bfSize) { for(int j=0;j<ImageWidth;j++) for(int k=0;k<ImageHeight;k++) { fseek(fp, i, SEEK_SET) ; fread(Image[j][k]+2, 1, 1, fp) ; fseek(fp, i+1, SEEK_SET) ; fread(Image[j][k]+1, 1, 1, fp) ; fseek(fp, i+2, SEEK_SET) ; fread(Image[j][k], 1, 1, fp) ; i=i+3; } } fclose(fp) ; } glTexImage2D(GL_TEXTURE_2D,0,3,ImageWidth,ImageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,&Image[0][0][0]);
#include <gl\glext.h>
这是因为后面的GL_BGR_EXT是定义在这个头文件里的,因为BMP格式是按Blue,Green,Red顺序储存图像数据的,这与OpenGL中正好相反。GL_BGR_EXT就是完成两者之间的转换的。
下面就是不用AUX库来加载BMP图片作为纹理的函数:
bool LoadTexture(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File { HBITMAP hBMP; // Handle Of The Bitmap BITMAP BMP; // Bitmap Structure glGenTextures(1, &texid); // Create The Texture hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE ); if (!hBMP) // Does The Bitmap Exist? return FALSE; // If Not Return False GetObject(hBMP, sizeof(BMP), &BMP); // Get The Object // hBMP: Handle To Graphics Object // sizeof(BMP): Size Of Buffer For Object Information // &BMP: Buffer For Object Information glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel Storage Mode (Word Alignment / 4 Bytes) // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits); DeleteObject(hBMP); // Delete The Object return TRUE; // Loading Was Successful }