由于想要画Julia集,然而每次都用OpenGL去绘图代码量实在是太大了,不美观
于是就决定生成bmp
参照http://www.cnblogs.com/Matrix_Yao/archive/2009/12/02/1615295.html
准备好了存储格式
然后要注意 小端输出
最后有个坑,还好找到相关blog解决了
https://my.oschina.net/leeldy/blog/108304
巨坑,坑死我了
#include <iostream>
#include <iomanip>
#include <fstream>
#include <Windows.h>
#include <wingdi.h>
using namespace std;
template<class T>
void wri(ofstream &os, T data) {
//小端输出
int len = sizeof(T);
char *p = new char[len];
for (int i = 0; i < len; ++i) {
p[i] = data % 256;
data >>= 8;
}
os.write(p, len);
}
struct BMP {
BITMAPFILEHEADER p1;
BITMAPINFOHEADER p2;
unsigned char *src;
int wid, hei;
BMP(unsigned char *source, int width, int height):
src(source), wid(width), hei(height) {
p1.bfType = 0x4d42;//"MB" 小端输出变成"BM"
p1.bfSize = 54 + width * height * 4;
p1.bfReserved1 = p1.bfReserved2 = 0;
p1.bfOffBits = 54;
p2.biSize = 40;//40 (in windows)
p2.biWidth = width;
p2.biHeight = height;
p2.biPlanes = 1;
p2.biBitCount = 32;
p2.biCompression = 0;
p2.biSizeImage = width * height * 4;
p2.biXPelsPerMeter = width;
p2.biYPelsPerMeter = height;
p2.biClrUsed = 0;
p2.biClrImportant = 0;
}
void write(string path) {
ofstream out(path, ios_base::out | ios_base::binary);
wri(out, p1.bfType);
wri(out, p1.bfSize);
wri(out, p1.bfReserved1);
wri(out, p1.bfReserved2);
wri(out, p1.bfOffBits);
wri(out, p2.biSize);
wri(out, p2.biWidth);
wri(out, p2.biHeight);
wri(out, p2.biPlanes);
wri(out, p2.biBitCount);
wri(out, p2.biCompression);
wri(out, p2.biSizeImage);
wri(out, p2.biXPelsPerMeter);
wri(out, p2.biYPelsPerMeter);
wri(out, p2.biClrUsed);
wri(out, p2.biClrImportant);
out.write((char*)src, wid*hei*4);
out.close();
}
};
const int width = 200, height = 100;
unsigned char p[width*height * 4];
int main()
{
for (int i = 0; i < height; ++i)
for (int j = 0; j < width; ++j) {
p[(i*width + j) * 4] = j;
p[(i*width + j) * 4 + 1] = i;
}
BMP s(p, width, height);
s.write(".//a.bmp");
return 0;
}
生成图片:
可以发现图片的储存是从下到上,从左到右依次存的
换言之,从文件绘制图片是从下到上,从左到右依次绘制的
像素点4通道的顺序是BGRA