我一直在四处寻找一个简单的解决方案,以在 C++ 中为我的 OpenGl GLUT 简单月球着陆器游戏添加精灵,看来我必须使用 bmp,因为它们最容易加载并用作矩形上的纹理.
I've been searching all around for a simple solution to add sprites to my OpenGl GLUT simple moon lander game in c++ and it appears I must use bmp's since they're easiest to load and use them as textures on a rectangle.
我究竟如何将 bmp 加载为纹理?
How exactly can I load the bmp's as textures though?
看我简单的c实现函数加载纹理.
Look my simple c implementation function to load texture.
GLuint LoadTexture( const char * filename )
{
GLuint texture;
int width, height;
unsigned char * data;
FILE * file;
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
width = 1024;
height = 512;
data = (unsigned char *)malloc( width * height * 3 );
//int size = fseek(file,);
fread( data, width * height * 3, 1, file );
fclose( file );
for(int i = 0; i < width * height ; ++i)
{
int index = i*3;
unsigned char B,R;
B = data[index];
R = data[index+2];
data[index] = R;
data[index+2] = B;
}
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_REPEAT );
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,GL_RGB, GL_UNSIGNED_BYTE, data );
free( data );
return texture;
}
以上函数返回纹理数据.将纹理数据存储在变量中
Above function returns the texture data. Store the texture data in variable
GLuint texture;
texture= LoadTexture( "your_image_name.bmp" );
现在您可以使用 glBindTexture 绑定纹理
Now you can bind the texture using glBindTexture
glBindTexture (GL_TEXTURE_2D, texture);
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