opengl下png图片的加载与显示
首先说明 部分代码来自http://www.cnblogs.com/IamEasy_Man/archive/2009/12/14/1624023.html。至于里面的源地址什么的我不管。
然后吐槽,国内的资料各种坑爹,竟没有一个肯老老实实的把png加载与显示做完的,也许是太简单?模板测试我也没找到。这个例子是模板测试的前置工程而已。。。
再吐槽,百度搜到的某偏 windows下opengl秒加载png jpg什么什么就是CImage的那个,用了之后发现各种不靠谱 不靠谱 不靠谱。重要的事情说三遍,然后我只好老老实实去编译libpng,用libpng加载。
下面是代码实现
// OGLTtest.cpp : 定义控制台应用程序的入口点。 // #include "stdafx.h" #define GLEW_STATIC #include <gl/glew.h> #include <GLFW/glfw3.h> #include <stdio.h> #include <string> #include "png.h" #pragma comment (lib,"opengl32.lib") #pragma comment (lib,"glfw3.lib") #pragma comment(lib, "libpng16d.lib") class gl_texture_t{ public: GLsizei width; GLsizei height; GLenum format; GLint internalFormat; GLuint id; GLubyte *texels; }; /* Texture id for the demo */ gl_texture_t *ReadPNGFromFile(const char *filename); GLuint loadPNGTexture(const char *filename); void GetPNGtextureInfo(int color_type, gl_texture_t *texinfo); using namespace std; unsigned int LoadTex(string Image) { unsigned int Texture=0; FILE* img = NULL; fopen_s(&img,Image.c_str(), "rb"); unsigned long bWidth = 0; unsigned long bHeight = 0; unsigned long size = 0; fseek(img, 18, SEEK_SET); fread(&bWidth, 4, 1, img); fread(&bHeight, 4, 1, img); fseek(img, 0, SEEK_END); size = ftell(img) - 54; unsigned char *data = (unsigned char*)malloc(size); fseek(img, 54, SEEK_SET); // image data fread(data, size, 1, img); fclose(img); unsigned int t2=0; glGenTextures(1, &Texture); glGenTextures(1, &t2); glBindTexture(GL_TEXTURE_2D, Texture); glTexImage2D(GL_TEXTURE_2D, 0,3, bWidth, bHeight, 0,GL_BGR_EXT, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (data) free(data); return Texture; } int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(480, 640, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window"s context current */ glfwMakeContextCurrent(window); //unsigned int img = LoadTex("d:\b0.bmp"); unsigned int img = loadPNGTexture("d:\test.png"); unsigned int mask_img = LoadTex("d:\mask.bmp"); //unsigned int tid = ATLLoadTexture(L"d:\b0.png"); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClearColor(1.0, 1.0, 0.0, 0.5); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glEnable(GL_STENCIL_TEST); //glDepthMask(GL_FALSE); //根据掩码图设置模板缓冲区的值 /* glStencilFunc(GL_NEVER, 1, 1); glStencilOp(GL_REPLACE , GL_KEEP, GL_KEEP); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mask_img); glBegin(GL_QUADS); 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(); glStencilFunc(GL_EQUAL, 1, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); */ //glEnable(GL_ALPHA_TEST);//非必须 //glAlphaFunc(GL_GREATER, 0.1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, img); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(.5f, -.5f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 1.0f); glEnd(); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; } //以下函数引用别人的。 gl_texture_t * ReadPNGFromFile(const char *filename) { gl_texture_t *texinfo; png_byte magic[8]; png_structp png_ptr; png_infop info_ptr; int bit_depth, color_type; FILE *fp = NULL; png_bytep *row_pointers = NULL; png_uint_32 w, h; int i; /* Open image file */ fopen_s(&fp,filename, "rb"); if (!fp) { fprintf(stderr, "error: couldn"t open "%s"! ", filename); return NULL; } /* Read magic number */ fread(magic, 1, sizeof(magic), fp); /* Check for valid magic number */ if (!png_check_sig(magic, sizeof(magic))) { fprintf(stderr, "error: "%s" is not a valid PNG image! ", filename); fclose(fp); return NULL; } /* Create a png read struct */ png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return NULL; } /* Create a png info struct */ info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { fclose(fp); png_destroy_read_struct(&png_ptr, NULL, NULL); return NULL; } /* Create our OpenGL texture object */ texinfo = (gl_texture_t *)malloc(sizeof(gl_texture_t)); /* Initialize the setjmp for returning properly after a libpng error occured */ if (setjmp(png_jmpbuf(png_ptr))) { fclose(fp); png_destroy_read_struct(&png_ptr, &info_ptr, NULL); if (row_pointers) free(row_pointers); if (texinfo) { if (texinfo->texels) free(texinfo->texels); free(texinfo); } return NULL; } /* Setup libpng for using standard C fread() function with our FILE pointer */ png_init_io(png_ptr, fp); /* Tell libpng that we have already read the magic number */ png_set_sig_bytes(png_ptr, sizeof(magic)); /* Read png info */ png_read_info(png_ptr, info_ptr); /* Get some usefull information from header */ bit_depth = png_get_bit_depth(png_ptr, info_ptr); color_type = png_get_color_type(png_ptr, info_ptr); /* Convert index color images to RGB images */ if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png_ptr); /* Convert 1-2-4 bits grayscale images to 8 bits grayscale. */ if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png_ptr); if (png_get_valid(png_ptr, info_ptr, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png_ptr); if (bit_depth == 16) png_set_strip_16(png_ptr); else if (bit_depth < 8) png_set_packing(png_ptr); /* Update info structure to apply transformations */ png_read_update_info(png_ptr, info_ptr); /* Retrieve updated information */ png_get_IHDR(png_ptr, info_ptr, &w, &h, &bit_depth, &color_type, NULL, NULL, NULL); texinfo->width = w; texinfo->height = h; /* Get image format and components per pixel */ GetPNGtextureInfo(color_type, texinfo); /* We can now allocate memory for storing pixel data */ texinfo->texels = (GLubyte *)malloc(sizeof(GLubyte) * texinfo->width * texinfo->height * texinfo->internalFormat); /* Setup a pointer array. Each one points at the begening of a row. */ row_pointers = (png_bytep *)malloc(sizeof(png_bytep) * texinfo->height); for (i = 0; i < texinfo->height; ++i) { row_pointers[i] = (png_bytep)(texinfo->texels + ((texinfo->height - (i + 1)) * texinfo->width * texinfo->internalFormat)); } /* Read pixel data using row pointers */ png_read_image(png_ptr, row_pointers); /* Finish decompression and release memory */ png_read_end(png_ptr, NULL); png_destroy_read_struct(&png_ptr, &info_ptr, NULL); /* We don"t need row pointers anymore */ free(row_pointers); fclose(fp); return texinfo; } GLuint loadPNGTexture(const char *filename) { gl_texture_t *png_tex = NULL; GLuint tex_id = 0; GLint alignment; png_tex = ReadPNGFromFile(filename); if (png_tex && png_tex->texels) { /* Generate texture */ glGenTextures(1, &png_tex->id); glBindTexture(GL_TEXTURE_2D, png_tex->id); /* Setup some parameters for texture filters and mipmapping */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, png_tex->internalFormat, png_tex->width, png_tex->height, 0, png_tex->format, GL_UNSIGNED_BYTE, png_tex->texels); glPixelStorei(GL_UNPACK_ALIGNMENT, alignment); tex_id = png_tex->id; /* OpenGL has its own copy of texture data */ free(png_tex->texels); free(png_tex); } return tex_id; } void GetPNGtextureInfo(int color_type, gl_texture_t *texinfo) { switch (color_type) { case PNG_COLOR_TYPE_GRAY: texinfo->format = GL_LUMINANCE; texinfo->internalFormat = 1; break; case PNG_COLOR_TYPE_GRAY_ALPHA: texinfo->format = GL_LUMINANCE_ALPHA; texinfo->internalFormat = 2; break; case PNG_COLOR_TYPE_RGB: texinfo->format = GL_RGB; texinfo->internalFormat = 3; break; case PNG_COLOR_TYPE_RGB_ALPHA: texinfo->format = GL_RGBA; texinfo->internalFormat = 4; break; default: /* Badness */ break; } } //int _tmain(int argc, _TCHAR* argv[]) //{ // return 0; //}
loadTex忘了哪里copy过来的了,然后纠正一个glTexImage2D别人的错误说明,
glTexImage2D可以加载任意分辨率的图片,当然不能超过ogl支持的最大纹理尺寸。不是什么256*256 什么2的XX次幂,什么偶数骑术。。全是误导人的好吗。
它的姊妹加载函数,会自动生成一个text chain 适应各种lod分辨率,简单测试我们就不要这么玩了。并不推荐它。
下来是图。。懒得排版了
不造glew用到没有,如果没有的童鞋,可以自行去掉。glfw自己去下吧。
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