想必很多人都见过DDS这种文件,它是一个“图片文件”,如果你安装了某些看图软件,你可以直接双击打开它来进行预览。
那么,这种DDS文件和我们常见的TGA/PNG之类的文件有何不同呢?
DDS和TGA/PNG/JPG之类的“图片文件” 一样,支持“压缩”,减少磁盘空间占用(把文件变小)。
通常我们要加载一个TGA或者PNG文件到OpenGL的时候,都要先把文件数据还原成RGB格式的像素数据,然后用glTexImage2D把像素数据传到显存。这个过程相当于“解压”,这通常非常消耗CPU资源,速度较慢。
但是DDS的压缩数据不需要“解压”就能直接传到显存,而且传到显存之后也不会解压,这极大减少了显存的使用量,并且提高了纹理加载速度,有绝对的优势。我们只需要读取好压缩数据,然后使用glCompressedTexImage2D(代替glTexImage2D)就可以直接把压缩数据传到显存,完成加载。
DDS可以保存许多种格式的像素数据,这里只讲最常用的3种(DXT1、DXT3、DXT5)。
* 当然DDS文件也能存储不压缩的像素数据。
为了在OpenGL中使用DDS压缩纹理(下文简称压缩纹理),我们需要一下2个OpenGL扩展:
GL_ARB_texture_compression
提供函数 “glCompressedTexImage2D”
GL_EXT_texture_compression_s3tc
提供以下格式的压缩纹理支持:
GL_COMPRESSED_RGB_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
完整的加载过程代码:
#include <stdio.h>
#include <gl/glut.h>
#include <gl/glext.h>
// Minimum and maximum macros
#define max(a,b) (((a) > (b)) ? (a) : (b))
#define min(a,b) (((a) < (b)) ? (a) : (b))
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2DARB = NULL;
#pragma region DDS
#define DDPF_ALPHAPIXELS 0x000001
#define DDPF_ALPHA 0x000002
#define DDPF_FOURCC 0x000004
#define DDPF_RGB 0x000040
#define DDPF_YUV 0x000200
#define DDPF_LUMINANCE 0x020000
#define D3DFMT_DXT1 (('D'<<0)|('X'<<8)|('T'<<16)|('1'<<24))
#define D3DFMT_DXT3 (('D'<<0)|('X'<<8)|('T'<<16)|('3'<<24))
#define D3DFMT_DXT5 (('D'<<0)|('X'<<8)|('T'<<16)|('5'<<24))
typedef struct
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwFourCC;
DWORD dwRGBBitCount;
DWORD dwRBitMask;
DWORD dwGBitMask;
DWORD dwBBitMask;
DWORD dwABitMask;
} DDS_PIXELFORMAT;
#define DDSD_CAPS 0x000001
#define DDSD_HEIGHT 0x000002
#define DDSD_WIDTH 0x000004
#define DDSD_PITCH 0x000008
#define DDSD_PIXELFORMAT 0x001000
#define DDSD_MIPMAPCOUNT 0x020000
#define DDSD_LINEARSIZE 0x080000
#define DDSD_DEPTH 0x800000
typedef struct
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwHeight;
DWORD dwWidth;
DWORD dwPitchOrLinearSize;
DWORD dwDepth;
DWORD dwMipMapCount;
DWORD dwReserved1[11];
DDS_PIXELFORMAT ddspf;
DWORD dwCaps;
DWORD dwCaps2;
DWORD dwCaps3;
DWORD dwCaps4;
DWORD dwReserved2;
} DDS_HEADER;
typedef struct
{
DWORD dwMagic;
DDS_HEADER Header;
} DDS_FILEHEADER;
// For a compressed texture, the size of each mipmap level image is typically one-fourth the size of the previous, with a minimum of 8 (DXT1) or 16 (DXT2-5) bytes (for
// square textures). Use the following formula to calculate the size of each level for a non-square texture:
#define SIZE_OF_DXT1(width, height) ( max(1, ( (width + 3) >> 2 ) ) * max(1, ( (height + 3) >> 2 ) ) * 8 )
#define SIZE_OF_DXT2(width, height) ( max(1, ( (width + 3) >> 2 ) ) * max(1, ( (height + 3) >> 2 ) ) * 16 )
#pragma endregion
GLuint gl_load_dds(GLvoid *pBuffer)
{
DDS_FILEHEADER *header;
DWORD compressFormat;
GLuint texnum;
GLvoid *data;
GLsizei imageSize;
header = (DDS_FILEHEADER *)pBuffer;
if (header->dwMagic != 0x20534444) {
printf("bad dds file\n");
return 0;
}
if (header->Header.dwSize != 124) {
printf("bad header size\n");
return 0;
}
if (!(header->Header.dwFlags & DDSD_LINEARSIZE)) {
printf("bad file type\n");
return 0;
}
if (!(header->Header.ddspf.dwFlags & DDPF_FOURCC)) {
printf("bad pixel format\n");
return 0;
}
compressFormat = header->Header.ddspf.dwFourCC;
if (compressFormat != D3DFMT_DXT1 &&
compressFormat != D3DFMT_DXT3 &&
compressFormat != D3DFMT_DXT5) {
printf("bad compress format\n");
return 0;
}
data = (GLvoid *)(header + 1); // header data skipped
glGenTextures(1, &texnum);
glBindTexture(GL_TEXTURE_2D, texnum);
switch (compressFormat)
{
case D3DFMT_DXT1:
imageSize = SIZE_OF_DXT1(header->Header.dwWidth, header->Header.dwHeight);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, header->Header.dwWidth, header->Header.dwHeight, 0, imageSize, data);
break;
case D3DFMT_DXT3:
imageSize = SIZE_OF_DXT2(header->Header.dwWidth, header->Header.dwHeight);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, header->Header.dwWidth, header->Header.dwHeight, 0, imageSize, data);
break;
case D3DFMT_DXT5:
imageSize = SIZE_OF_DXT2(header->Header.dwWidth, header->Header.dwHeight);
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, header->Header.dwWidth, header->Header.dwHeight, 0, imageSize, data);
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return texnum;
}
GLuint g_texnum;
void load_textures(void)
{
FILE *fp;
int size;
void *data;
fp = fopen("028_dxt5.dds", "rb");
if (!fp) {
return;
}
fseek(fp, 0, SEEK_END);
size = ftell(fp);
fseek(fp, 0, SEEK_SET);
data = malloc(size);
if (!data) {
fclose(fp);
return;
}
if (fread(data, size, 1, fp) != 1) {
free(data);
fclose(fp);
return;
}
fclose(fp);
// Load DDS to GL texture
g_texnum = gl_load_dds(data);
free(data);
}
void init(void)
{
// GL_ARB_texture_compression
// GL_EXT_texture_compression_s3tc
glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)wglGetProcAddress("glCompressedTexImage2DARB");
load_textures();
glClearColor(0, 0, 0, 0);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RECT rc;
rc.left = 10;
rc.top = 10;
rc.right = rc.left + 1280;
rc.bottom = rc.top + 720;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, g_texnum);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(rc.left, rc.top);
glTexCoord2f(1, 0);
glVertex2f(rc.right, rc.top);
glTexCoord2f(1, 1);
glVertex2f(rc.right, rc.bottom);
glTexCoord2f(0, 1);
glVertex2f(rc.left, rc.bottom);
glEnd();
glutSwapBuffers();
glutPostRedisplay();
}
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, height, 0);
glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, width, height);
}
int main(int argc, char **argv)
{
glutInitWindowPosition(200, 200);
glutInitWindowSize(10+1280+10, 10+720+10);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("OpenGL DDS");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
关于如何制作一个DDS文件,可以使用Nvidia提供的DXT工具,下载地址:
https://developer.nvidia.com/legacy-texture-tools
http://pan.baidu.com/s/1pKKRL3P
以下是文件大小对比:
以下是图像质量对比:
原图(TGA,无压缩):
DXT1(压缩比:1/8,无Alpha通道,但可以单色透明):
DXT3(压缩包:1/4,Alpha通道还原较差):
DXT5(压缩比:1/4,Alpha通道还原较好):
参考:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb943990(v=vs.85).aspx
http://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression.txt
http://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_compression_s3tc.txt