程序运行截图如下:
看着很炫酷:其实是图片炫酷
程序源码如下:
void Init() {
glMatrixMode(GL_PROJECTION);
gluPerspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
int nFileSize = 0;
unsigned char *bmpFileContent = LoadFileContent("Res/test.bmp", nFileSize);
int bmpWidth = 0, bmpHeight = 0;
unsigned char*pixelData = DecodeBMP(bmpFileContent, bmpWidth, bmpHeight);
//最后一个参数传GL_RGB因为BMP图无α通道
texture = CreateTexture2D(pixelData, bmpWidth, bmpHeight, GL_RGB); //创建OpenGL纹理对象
}
void Draw() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D); //开启2D纹理
glBindTexture(GL_TEXTURE_2D, texture);//将当前纹理设置为新创建的纹理对象
glBegin(GL_QUADS);
glColor4ub(255, 255, 255, 255);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-0.1f, -0.1f, -0.4f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(0.1f, -0.1f, -0.4f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(0.1f, 0.1f, -0.4f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-0.1f, 0.1f, -0.4f);
glEnd();
}
其中LoadFileContext函数如下:
unsigned char * LoadFileContent(const char *path, int &filesize) {
unsigned char*fileContent = nullptr;
filesize = 0;
FILE*pFile = fopen(path, "rb");
if (pFile) {
fseek(pFile, 0, SEEK_END);
int nLen = ftell(pFile);
if (nLen > 0) {
rewind(pFile);
fileContent = new unsigned char[nLen + 1];
fread(fileContent, sizeof(unsigned char), nLen, pFile);
fileContent[nLen] = '\0';
filesize = nLen;
}
fclose(pFile);
}
return fileContent;
}
DecodeBMP函数如下:
unsigned char* DecodeBMP(unsigned char*bmpFileData, int&width, int&height) {
if (0x4D42 == *((unsigned short*)bmpFileData)) {
int pixelDataOffset = *((int*)(bmpFileData + 10));
width = *((int*)(bmpFileData + 18));
height = *((int*)(bmpFileData + 22));
unsigned char*pixelData = bmpFileData + pixelDataOffset;
for (int i = 0; i < width*height * 3; i += 3) {
unsigned char temp = pixelData[i];
pixelData[i] = pixelData[i + 2];
pixelData[i + 2] = temp;
}
return pixelData;
}
return nullptr;
}
createTexture2D函数如下:
GLuint CreateTexture2D(unsigned char*pixelData, int width, int height, GLenum type) {
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, pixelData);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}