#include <gl/glut.h>
#include <opencv2/opencv.hpp>
#include <iostream>
using namespace std;
using namespace cv;
#define WindowWidth 400
#define WindowHeight 400
#define WindowTitle "OpenGL纹理测试"
//定义两个纹理对象编号
GLuint texGround;
GLuint texWall;
#define BMP_Header_Length 54 //图像数据在内存块中的偏移量
static GLfloat angle = 0.0f; //旋转角度
// 函数power_of_two用于判断一个整数是不是2的整数次幂
int power_of_two(int n)
{
if (n <= 0)
return 0;
return (n & (n - 1)) == 0;//这个方法很炫酷啊
}
/* 函数load_texture
* 读取一个BMP文件作为纹理
* 如果失败,返回0,如果成功,返回纹理编号
*/
GLuint load_texture(const char* file_name)
{
GLint width, height, total_bytes;
GLubyte* pixels = 0;
GLuint last_texture_ID = 0, texture_ID = 0;
// 打开文件,如果失败,返回
FILE* pFile = fopen(file_name, "rb");
if (pFile == 0)
return 0;
// 读取文件中图象的宽度和高度
fseek(pFile, 0x0012, SEEK_SET);//偏移18字节后是宽高
fread(&width, 4, 1, pFile);
fread(&height, 4, 1, pFile);
fseek(pFile, BMP_Header_Length, SEEK_SET);
cout << "width=" << width << endl;
cout << "height=" << height << endl;
// 计算每行像素所占字节数,并根据此数据计算总像素字节数
{
GLint line_bytes = width * 3;
while (line_bytes % 4 != 0)//要检测图像宽度的位数是否是4的整数倍,如果不是,需要补齐,并且以补齐后的内存带下分配内存。
++line_bytes;
total_bytes = line_bytes * height;
}
// 根据总像素字节数分配内存
pixels = (GLubyte*)malloc(total_bytes);
if (pixels == 0)
{
fclose(pFile);
return 0;
}
// 读取像素数据
if (fread(pixels, total_bytes, 1, pFile) <= 0)
{
free(pixels);
fclose(pFile);
return 0;
}
// 对就旧版本的兼容,如果图象的宽度和高度不是的整数次方,则需要进行缩放
// 若图像宽高超过了OpenGL规定的最大值,也缩放
{
GLint max;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
if (!power_of_two(width)
|| !power_of_two(height)
|| width > max
|| height > max)
{
const GLint new_width = 256;
const GLint new_height = 256; // 规定缩放后新的大小为边长的正方形
GLint new_line_bytes, new_total_bytes;
GLubyte* new_pixels = 0;
// 计算每行需要的字节数和总字节数
new_line_bytes = new_width * 3;
while (new_line_bytes % 4 != 0)
++new_line_bytes;
new_total_bytes = new_line_bytes * new_height;
// 分配内存
new_pixels = (GLubyte*)malloc(new_total_bytes);
if (new_pixels == 0)
{
free(pixels);
fclose(pFile);
return 0;
}
// 进行像素缩放
gluScaleImage(GL_RGB,
width, height, GL_UNSIGNED_BYTE, pixels,
new_width, new_height, GL_UNSIGNED_BYTE, new_pixels);
// 释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height
free(pixels);
pixels = new_pixels;
width = new_width;
height = new_height;
}
}
// 分配一个新的纹理编号
glGenTextures(1, &texture_ID);
if (texture_ID == 0)
{
free(pixels);
fclose(pFile);
return 0;
}
// 绑定新的纹理,载入纹理并设置纹理参数
// 在绑定前,先获得原来绑定的纹理编号,以便在最后进行恢复
GLint lastTextureID = last_texture_ID;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTextureID);
glBindTexture(GL_TEXTURE_2D, texture_ID);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, lastTextureID); //恢复之前的纹理绑定
free(pixels);
return texture_ID;
}
void display(void)
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置视角
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75, 1, 1, 21);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(-4, 7, 7, 0, 0, 0, 0, 0, 1);
glRotatef(angle, 0.0f, 0.0f, 1.0f); //旋转
// 绘制底面以及纹理
glBindTexture(GL_TEXTURE_2D, texGround);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-8.0f, -8.0f, 0.0f);
glTexCoord2f(0.0f, 3.0f); glVertex3f(-8.0f, 8.0f, 0.0f);
glTexCoord2f(3.0f, 3.0f); glVertex3f(8.0f, 8.0f, 0.0f);
glTexCoord2f(3.0f, 0.0f); glVertex3f(8.0f, -8.0f, 0.0f);
glEnd();
// 绘制立面
glBindTexture(GL_TEXTURE_2D, texWall);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-6.0f, -3.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-6.0f, -3.0f, 5.0f);
glTexCoord2f(2.0f, 1.0f); glVertex3f(6.0f, -3.0f, 5.0f);
glTexCoord2f(2.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);
glEnd();
//绘制另外一个立面
glBegin(GL_QUADS);
glTexCoord2f(2.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(6.0f, 9.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(6.0f, 9.0f, 5.0f);
glTexCoord2f(2.0f, 1.0f); glVertex3f(6.0f, -3.0f, 5.0f);
glEnd();
glutSwapBuffers();
}
void myIdle(void)
{
angle += 1.8f;
if (angle >= 360.0f)
angle = 0.0f;
display();
}
int main(int argc, char* argv[])
{
// GLUT初始化
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WindowTitle);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D); // 启用纹理
texGround = load_texture("2.bmp"); //加载纹理
texWall = load_texture("1.bin");//这个bin文件其实也是一个bmp图像,只是改了后缀
glutDisplayFunc(&display); //注册函数
glutIdleFunc(&myIdle);
glutMainLoop(); //循环调用
return 0;
}
上述代码转自:OpenGL(十二) 纹理映射(贴图)_牧野的博客-CSDN博客
注意:bmp图像一定要格式正确,不然可能无法正确显示。假如确实遇到这种问题,可以将图片另存为bmp一次,这样一般就可以了。
关于bmp图像的格式结构:BMP图像数据格式详解 - 屌丝迷途 - 博客园
查看bmp结构简单的方法是可以将图像后缀名改为bin,然后就可以直接在VS中打开二进制文件,如下: