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\"!\n", 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!\n", 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。