如何在GLUT上加载bmp以将其用作纹理? [英] How to load a bmp on GLUT to use it as a texture?

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本文介绍了如何在GLUT上加载bmp以将其用作纹理?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我一直在寻找一个简单的解决方案来添加精灵到我的OpenGL GLUT简单月球着陆器游戏在c + +,它似乎我必须使用bmp的,因为他们是最容易加载和使用它们作为矩形纹理。

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.

如何将bmp加载为纹理?

How exactly can I load the bmp's as textures though?

推荐答案

看看我的简单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;
}

上述函数返回纹理数据。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" );

现在你可以使用glBindTexture绑定texure

Now you can bind the texure using glBindTexture

glBindTexture (GL_TEXTURE_2D, texture);

这篇关于如何在GLUT上加载bmp以将其用作纹理?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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