SOIL库加载纹理

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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:
这里写图片描述

实例:
这里写图片描述

/* *      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 ContextHGLRC       hRC=NULL;       // Permanent Rendering ContextHWND        hWnd=NULL;      // Holds Our Window HandleHINSTANCE   hInstance;      // Holds The Instance Of The Applicationbool    keys[256];          // Array Used For The Keyboard Routinebool    active=TRUE;        // Window Active Flag Set To TRUE By Defaultbool    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 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}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 Viewport    glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix    glLoadIdentity();                                   // Reset The Projection Matrix    // Calculate The Aspect Ratio Of The Window    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);    glMatrixMode(GL_MODELVIEW);                         // Select The Modelview Matrix    glLoadIdentity();                                   // 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 Shading    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black Background    glClearDepth(1.0f);                                 // Depth Buffer Setup    glEnable(GL_DEPTH_TEST);                            // Enables Depth Testing    glDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To Do    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Really Nice Perspective Calculations    return 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 Buffer    glLoadIdentity();                                   // Reset The View    glTranslatef(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 Face        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);        glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);        // Back Face        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);        glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);        // Top Face        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);        glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);        // Bottom Face        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);        glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);        // Right face        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);        glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);        // Left Face        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);        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 Desktop        ShowCursor(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 Match    WNDCLASS    wc;                     // Windows Class Structure    DWORD       dwExStyle;              // Window Extended Style    DWORD       dwStyle;                // Window Style    RECT        WindowRect;             // Grabs Rectangle Upper Left / Lower Right Values    WindowRect.left=(long)0;            // Set Left Value To 0    WindowRect.right=(long)width;       // Set Right Value To Requested Width    WindowRect.top=(long)0;             // Set Top Value To 0    WindowRect.bottom=(long)height;     // Set Bottom Value To Requested Height    fullscreen=fullscreenflag;          // Set The Global Fullscreen Flag    hInstance           = GetModuleHandle(NULL);                // Grab An Instance For Our Window    wc.style            = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw On Size, And Own DC For Window.    wc.lpfnWndProc      = (WNDPROC) WndProc;                    // WndProc Handles Messages    wc.cbClsExtra       = 0;                                    // No Extra Window Data    wc.cbWndExtra       = 0;                                    // No Extra Window Data    wc.hInstance        = hInstance;                            // Set The Instance    wc.hIcon            = LoadIcon(NULL, IDI_WINLOGO);          // Load The Default Icon    wc.hCursor          = LoadCursor(NULL, IDC_ARROW);          // Load The Arrow Pointer    wc.hbrBackground    = NULL;                                 // No Background Required For GL    wc.lpszMenuName     = NULL;                                 // We Don't Want A Menu    wc.lpszClassName    = "OpenGL";                             // Set The Class Name    if (!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 Mode        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));   // Makes Sure Memory's Cleared        dmScreenSettings.dmSize=sizeof(dmScreenSettings);       // Size Of The Devmode Structure        dmScreenSettings.dmPelsWidth    = width;                // Selected Screen Width        dmScreenSettings.dmPelsHeight   = height;               // Selected Screen Height        dmScreenSettings.dmBitsPerPel   = bits;                 // Selected Bits Per Pixel        dmScreenSettings.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 Style        dwStyle=WS_POPUP;                                       // Windows Style        ShowCursor(FALSE);                                      // Hide Mouse Pointer    }    else    {        dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window Extended Style        dwStyle=WS_OVERLAPPEDWINDOW;                            // Windows Style    }    AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);     // Adjust Window To True Requested Size    // Create The Window    if (!(hWnd=CreateWindowEx(  dwExStyle,                          // Extended Style For The Window                                "OpenGL",                           // Class Name                                title,                              // Window Title                                dwStyle |                           // Defined Window Style                                WS_CLIPSIBLINGS |                   // Required Window Style                                WS_CLIPCHILDREN,                    // Required Window Style                                0, 0,                               // Window Position                                WindowRect.right-WindowRect.left,   // Calculate Window Width                                WindowRect.bottom-WindowRect.top,   // Calculate Window Height                                NULL,                               // No Parent Window                                NULL,                               // No Menu                                hInstance,                          // Instance                                NULL)))                             // Dont Pass Anything To WM_CREATE    {        KillGLWindow();                             // Reset The Display        MessageBox(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 Descriptor        1,                                          // Version Number        PFD_DRAW_TO_WINDOW |                        // Format Must Support Window        PFD_SUPPORT_OPENGL |                        // Format Must Support OpenGL        PFD_DOUBLEBUFFER,                           // Must Support Double Buffering        PFD_TYPE_RGBA,                              // Request An RGBA Format        bits,                                       // Select Our Color Depth        0, 0, 0, 0, 0, 0,                           // Color Bits Ignored        0,                                          // No Alpha Buffer        0,                                          // Shift Bit Ignored        0,                                          // No Accumulation Buffer        0, 0, 0, 0,                                 // Accumulation Bits Ignored        16,                                         // 16Bit Z-Buffer (Depth Buffer)          0,                                          // No Stencil Buffer        0,                                          // No Auxiliary Buffer        PFD_MAIN_PLANE,                             // Main Drawing Layer        0,                                          // Reserved        0, 0, 0                                     // Layer Masks Ignored    };    if (!(hDC=GetDC(hWnd)))                         // Did We Get A Device Context?    {        KillGLWindow();                             // Reset The Display        MessageBox(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 Display        MessageBox(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 Display        MessageBox(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 Display        MessageBox(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 Display        MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);        return FALSE;                               // Return FALSE    }    ShowWindow(hWnd,SW_SHOW);                       // Show The Window    SetForegroundWindow(hWnd);                      // Slightly Higher Priority    SetFocus(hWnd);                                 // Sets Keyboard Focus To The Window    ReSizeGLScene(width, height);                   // Set Up Our Perspective GL Screen    if (!InitGL())                                  // Initialize Our Newly Created GL Window    {        KillGLWindow();                             // Reset The Display        MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);        return FALSE;                               // Return FALSE    }    return TRUE;                                    // Success}LRESULT CALLBACK WndProc(   HWND    hWnd,           // Handle For This Window                            UINT    uMsg,           // Message For This Window                            WPARAM  wParam,         // Additional Message Information                            LPARAM  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 Message            return 0;                               // Jump Back        }        case WM_KEYDOWN:                            // Is A Key Being Held Down?        {            keys[wParam] = TRUE;                    // If So, Mark It As TRUE            return 0;                               // Jump Back        }        case WM_KEYUP:                              // Has A Key Been Released?        {            keys[wParam] = FALSE;                   // If So, Mark It As FALSE            return 0;                               // Jump Back        }        case WM_SIZE:                               // Resize The OpenGL Window        {            ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height            return 0;                               // Jump Back        }    }    // Pass All Unhandled Messages To DefWindowProc    return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain( HINSTANCE   hInstance,          // Instance                    HINSTANCE   hPrevInstance,      // Previous Instance                    LPSTR       lpCmdLine,          // Command Line Parameters                    int         nCmdShow)           // Window Show State{    MSG     msg;                                    // Windows Message Structure    BOOL    done=FALSE;                             // Bool Variable To Exit Loop    // Ask The User Which Screen Mode They Prefer    if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)    {        fullscreen=FALSE;                           // Windowed Mode    }    // Create Our OpenGL Window    if (!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 Message                DispatchMessage(&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 FALSE                KillGLWindow();                     // Kill Our Current Window                fullscreen=!fullscreen;             // Toggle Fullscreen / Windowed Mode                // Recreate Our OpenGL Window                if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))                {                    return 0;                       // Quit If Window Was Not Created                }            }        }    }    // Shutdown    KillGLWindow();                                 // Kill The Window    return (msg.wParam);                            // Exit The Program}
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