本文主要是介绍SOIL库加载纹理,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
NeHe教程里第六课使用glaux来加载纹理位图,但是glaux 库已经弃用。新的NeHe第六课教程中推荐了SOIL库。(下载,可以在这里获取能直接使用的文件)
SOIL库是一个小型的C语言库,用来加载纹理到OpenGL。它基于stb_image 1.16。
详情:http://www.lonesock.net/soil.html
我们使用时只需要简单的把SOIL.h SOIL.lib添加到工程就可以了。
bmp文件的使用:
在InitGL()中调用LoadGlTextures()函数:
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{ /* load an image file directly as a new OpenGL texture */ texture[0] = SOIL_load_OGL_texture ( "Data/NeHe.bmp", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y ); if(texture[0] == 0) return false; // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); return true; // Return Success
}
unsigned int SOIL_load_OGL_texture(
const char *filename,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags);
第一个参数为文件名;
第二个说明符,SOIL_LOAD_AUTO表示使用我们磁盘载入的;
第三个表示让SOIL为我们创建一个ID;
第四个参数SOIL_FLAG_INVERT_Y允许我们做是翻转Y轴
返回值,0表示失败,其他表示OpenGL上下文句柄
效果:
实例:
/** This Code Was Created By Jeff Molofee 2000* A HUGE Thanks To Fredric Echols For Cleaning Up* And Optimizing The Base Code, Making It More Flexible!* If You've Found This Code Useful, Please Let Me Know.* Visit My Site At nehe.gamedev.net*/#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library#include "SOIL.h"HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Applicationbool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By DefaultGLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )GLuint texture[1]; // Storage For One Texture ( NEW )LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcint LoadGLTextures() // Load Bitmaps And Convert To Textures
{/* load an image file directly as a new OpenGL texture */texture[0] = SOIL_load_OGL_texture("Data/NeHe.bmp",SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_INVERT_Y);if(texture[0] == 0)return false;// Typical Texture Generation Using Data From The BitmapglBindTexture(GL_TEXTURE_2D, texture[0]);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);return true; // Return Success
}GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{if (height==0) // Prevent A Divide By Zero By{height=1; // Making Height Equal One}glViewport(0,0,width,height); // Reset The Current ViewportglMatrixMode(GL_PROJECTION); // Select The Projection MatrixglLoadIdentity(); // Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW); // Select The Modelview MatrixglLoadIdentity(); // Reset The Modelview Matrix
}int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW ){return FALSE; // If Texture Didn't Load Return FALSE}glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )glShadeModel(GL_SMOOTH); // Enable Smooth ShadingglClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black BackgroundglClearDepth(1.0f); // Depth Buffer SetupglEnable(GL_DEPTH_TEST); // Enables Depth TestingglDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculationsreturn TRUE; // Initialization Went OK
}int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth BufferglLoadIdentity(); // Reset The ViewglTranslatef(0.0f,0.0f,-5.0f);glRotatef(xrot,1.0f,0.0f,0.0f);glRotatef(yrot,0.0f,1.0f,0.0f);glRotatef(zrot,0.0f,0.0f,1.0f);glBindTexture(GL_TEXTURE_2D, texture[0]);glBegin(GL_QUADS);// Front FaceglTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);// Back FaceglTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);// Top FaceglTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);// Bottom FaceglTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// Right faceglTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);// Left FaceglTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);glEnd();xrot+=0.3f;yrot+=0.2f;zrot+=0.4f;return TRUE; // Keep Going
}GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{if (fullscreen) // Are We In Fullscreen Mode?{ChangeDisplaySettings(NULL,0); // If So Switch Back To The DesktopShowCursor(TRUE); // Show Mouse Pointer}if (hRC) // Do We Have A Rendering Context?{if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?{MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?{MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}hRC=NULL; // Set RC To NULL}if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC{MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hDC=NULL; // Set DC To NULL}if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?{MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hWnd=NULL; // Set hWnd To NULL}if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class{MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hInstance=NULL; // Set hInstance To NULL}
}/* This Code Creates Our OpenGL Window. Parameters Are: ** title - Title To Appear At The Top Of The Window ** width - Width Of The GL Window Or Fullscreen Mode ** height - Height Of The GL Window Or Fullscreen Mode ** bits - Number Of Bits To Use For Color (8/16/24/32) ** fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{GLuint PixelFormat; // Holds The Results After Searching For A MatchWNDCLASS wc; // Windows Class StructureDWORD dwExStyle; // Window Extended StyleDWORD dwStyle; // Window StyleRECT WindowRect; // Grabs Rectangle Upper Left / Lower Right ValuesWindowRect.left=(long)0; // Set Left Value To 0WindowRect.right=(long)width; // Set Right Value To Requested WidthWindowRect.top=(long)0; // Set Top Value To 0WindowRect.bottom=(long)height; // Set Bottom Value To Requested Heightfullscreen=fullscreenflag; // Set The Global Fullscreen FlaghInstance = GetModuleHandle(NULL); // Grab An Instance For Our Windowwc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messageswc.cbClsExtra = 0; // No Extra Window Datawc.cbWndExtra = 0; // No Extra Window Datawc.hInstance = hInstance; // Set The Instancewc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Iconwc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointerwc.hbrBackground = NULL; // No Background Required For GLwc.lpszMenuName = NULL; // We Don't Want A Menuwc.lpszClassName = "OpenGL"; // Set The Class Nameif (!RegisterClass(&wc)) // Attempt To Register The Window Class{MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (fullscreen) // Attempt Fullscreen Mode?{DEVMODE dmScreenSettings; // Device Modememset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's CleareddmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode StructuredmScreenSettings.dmPelsWidth = width; // Selected Screen WidthdmScreenSettings.dmPelsHeight = height; // Selected Screen HeightdmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per PixeldmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES){fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE}else{// Pop Up A Message Box Letting User Know The Program Is Closing.MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);return FALSE; // Return FALSE}}}if (fullscreen) // Are We Still In Fullscreen Mode?{dwExStyle=WS_EX_APPWINDOW; // Window Extended StyledwStyle=WS_POPUP; // Windows StyleShowCursor(FALSE); // Hide Mouse Pointer}else{dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended StyledwStyle=WS_OVERLAPPEDWINDOW; // Windows Style}AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size// Create The Windowif (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window"OpenGL", // Class Nametitle, // Window TitledwStyle | // Defined Window StyleWS_CLIPSIBLINGS | // Required Window StyleWS_CLIPCHILDREN, // Required Window Style0, 0, // Window PositionWindowRect.right-WindowRect.left, // Calculate Window WidthWindowRect.bottom-WindowRect.top, // Calculate Window HeightNULL, // No Parent WindowNULL, // No MenuhInstance, // InstanceNULL))) // Dont Pass Anything To WM_CREATE{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be{sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor1, // Version NumberPFD_DRAW_TO_WINDOW | // Format Must Support WindowPFD_SUPPORT_OPENGL | // Format Must Support OpenGLPFD_DOUBLEBUFFER, // Must Support Double BufferingPFD_TYPE_RGBA, // Request An RGBA Formatbits, // Select Our Color Depth0, 0, 0, 0, 0, 0, // Color Bits Ignored0, // No Alpha Buffer0, // Shift Bit Ignored0, // No Accumulation Buffer0, 0, 0, 0, // Accumulation Bits Ignored16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer0, // No Auxiliary BufferPFD_MAIN_PLANE, // Main Drawing Layer0, // Reserved0, 0, 0 // Layer Masks Ignored};if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}ShowWindow(hWnd,SW_SHOW); // Show The WindowSetForegroundWindow(hWnd); // Slightly Higher PrioritySetFocus(hWnd); // Sets Keyboard Focus To The WindowReSizeGLScene(width, height); // Set Up Our Perspective GL Screenif (!InitGL()) // Initialize Our Newly Created GL Window{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}return TRUE; // Success
}LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This WindowUINT uMsg, // Message For This WindowWPARAM wParam, // Additional Message InformationLPARAM lParam) // Additional Message Information
{switch (uMsg) // Check For Windows Messages{case WM_ACTIVATE: // Watch For Window Activate Message{if (!HIWORD(wParam)) // Check Minimization State{active=TRUE; // Program Is Active}else{active=FALSE; // Program Is No Longer Active}return 0; // Return To The Message Loop}case WM_SYSCOMMAND: // Intercept System Commands{switch (wParam) // Check System Calls{case SC_SCREENSAVE: // Screensaver Trying To Start?case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?return 0; // Prevent From Happening}break; // Exit}case WM_CLOSE: // Did We Receive A Close Message?{PostQuitMessage(0); // Send A Quit Messagereturn 0; // Jump Back}case WM_KEYDOWN: // Is A Key Being Held Down?{keys[wParam] = TRUE; // If So, Mark It As TRUEreturn 0; // Jump Back}case WM_KEYUP: // Has A Key Been Released?{keys[wParam] = FALSE; // If So, Mark It As FALSEreturn 0; // Jump Back}case WM_SIZE: // Resize The OpenGL Window{ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Heightreturn 0; // Jump Back}}// Pass All Unhandled Messages To DefWindowProcreturn DefWindowProc(hWnd,uMsg,wParam,lParam);
}int WINAPI WinMain( HINSTANCE hInstance, // InstanceHINSTANCE hPrevInstance, // Previous InstanceLPSTR lpCmdLine, // Command Line Parametersint nCmdShow) // Window Show State
{MSG msg; // Windows Message StructureBOOL done=FALSE; // Bool Variable To Exit Loop// Ask The User Which Screen Mode They Preferif (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE; // Windowed Mode}// Create Our OpenGL Windowif (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)){return 0; // Quit If Window Was Not Created}while(!done) // Loop That Runs While done=FALSE{if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?{if (msg.message==WM_QUIT) // Have We Received A Quit Message?{done=TRUE; // If So done=TRUE}else // If Not, Deal With Window Messages{TranslateMessage(&msg); // Translate The MessageDispatchMessage(&msg); // Dispatch The Message}}else // If There Are No Messages{// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?{done=TRUE; // ESC or DrawGLScene Signalled A Quit}else // Not Time To Quit, Update Screen{SwapBuffers(hDC); // Swap Buffers (Double Buffering)}if (keys[VK_F1]) // Is F1 Being Pressed?{keys[VK_F1]=FALSE; // If So Make Key FALSEKillGLWindow(); // Kill Our Current Windowfullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode// Recreate Our OpenGL Windowif (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)){return 0; // Quit If Window Was Not Created}}}}// ShutdownKillGLWindow(); // Kill The Windowreturn (msg.wParam); // Exit The Program
}
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