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匯總VC運用OPENGL加載BMP紋理圖的實現方法

2020-02-24 14:29:31
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OpenGL是一個專業的圖形程序接口,它擁有非常強大的功能,很容易調用底層圖形庫,武林技術頻道小編匯總VC運用OPENGL加載BMP紋理圖的實現方法,希望對你學習這方面知識有幫助!

方法一:

首先獲取位圖句柄:

HBITMAP hBmp = (HBITMAP) ::LoadImage (AfxGetResourceHandle(),MAKEINTRESOURCE(IDB_BITMAP1), IMAGE_BITMAP, 0, 0,LR_CREATEDIBSECTION);

然后根據位圖句柄得到位圖信息:

BITMAP BM;::GetObject (hBmp, sizeof (BM), &BM);

最后根據位圖信息中的RGB值建立紋理:

gluBuild2DMipmaps( GL_TEXTURE_2D, 3, BM.bmWidth, BM.bmHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE,BM.bmBits);

方法二:

首先用OpenGL輔助庫獲得位圖信息:

AUX_RGBImageRec* TextureImage[1];TextureImage[0]=auxDIBImageLoad("1.bmp");

然后建立紋理

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

方法三:

從底層做,需要了解bmp文件的結構,首先讀取bmp文件結構,包括文件頭、信息頭和數據,數據用于后面定義紋理

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>
這是因為后面的GL_BGR_EXT是定義在這個頭文件里的,因為BMP格式是按Blue,Green,Red順序儲存圖像數據的,這與OpenGL中正好相反。GL_BGR_EXT就是完成兩者之間的轉換的。

下面就是不用AUX庫來加載BMP圖片作為紋理的函數:

bool LoadTexture(LPTSTR szFileName, GLuint &texid)   // Creates Texture From A Bitmap File{HBITMAP hBMP;       // Handle Of The BitmapBITMAP BMP;       // Bitmap StructureglGenTextures(1, &texid);      // Create The TexturehBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );if (!hBMP)        // Does The Bitmap Exist?  return FALSE;       // If Not Return FalseGetObject(hBMP, sizeof(BMP), &BMP);     // Get The Object         // hBMP:    Handle To Graphics Object         // sizeof(BMP): Size Of Buffer For Object Information         // &BMP:    Buffer For Object InformationglPixelStorei(GL_UNPACK_ALIGNMENT, 4);    // Pixel Storage Mode (Word Alignment / 4 Bytes)// Typical Texture Generation Using Data From The BitmapglBindTexture(GL_TEXTURE_2D, texid);     // Bind To The Texture IDglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min FilterglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag FilterglTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);DeleteObject(hBMP);       // Delete The Objectreturn TRUE;       // Loading Was Successful}

關于匯總VC運用OPENGL加載BMP紋理圖的實現方法武林技術頻道小編就說到這里了,相信很多認真看完這篇文章的朋友對這方面知識都有了一定的了解,也希望你可以從中獲得更多的知識,在這條路上越走越遠。

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