WinCE OpenGL绘制立方体和纹理贴图 02
 
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WinCE OpenGL绘制立方体和纹理贴图 02
// 启用2D纹理glEnable(GL_TEXTURE_2D);// 加载纹理LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[0]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[1]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[2]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[3]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[4]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[5]);}
void Render()
{ static float rotation = 0;// 清除屏幕和深度缓存glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);// 重置当前的模型观察矩阵glLoadIdentity();
// 坐标变换glTranslatef(0.0f, 0.0f, -5.0f);
// 设置旋转glRotatef(rotation++, 0.0f, 1.0f, 0.0f);glRotatef(rotation++, 1.0f, 0.0f, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_SHORT, 0, vertices);glTexCoordPointer(2, GL_SHORT, 0, texCoords);
// 绘制立方体并绑定纹理glBindTexture(GL_TEXTURE_2D, texture[0]);glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices1);glBindTexture(GL_TEXTURE_2D, texture[1]);glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_BYTE, indices2);glBindTexture(GL_TEXTURE_2D, texture[2]);glDrawElements(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_BYTE, indices3);glBindTexture(GL_TEXTURE_2D, texture[3]);glDrawElements(GL_TRIANGLE_STRIP, 16, GL_UNSIGNED_BYTE, indices4);glBindTexture(GL_TEXTURE_2D, texture[4]);glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_BYTE, indices5);glBindTexture(GL_TEXTURE_2D, texture[5]);glDrawElements(GL_TRIANGLE_STRIP, 24, GL_UNSIGNED_BYTE, indices6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);glDisableClientState(GL_VERTEX_ARRAY);
eglSwapBuffers(glesDisplay, glesSurface);}
void Clean()
{ if(glesDisplay)
{ eglMakeCurrent(glesDisplay, NULL, NULL, NULL);if(glesContext) eglDestroyContext(glesDisplay, glesContext);if(glesSurface) eglDestroySurface(glesDisplay, glesSurface);eglTerminate(glesDisplay);}
BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id)
{ if(!g_Image.Load(lpFileName))
return FALSE;
// 创建纹理glGenTextures(1, id);// 绑定纹理glBindTexture(GL_TEXTURE_2D, *id);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_Image.Width(), g_Image.Height(), 0, GL_RGB, GL_UNSIGNED_BYTE, g_Image.GetBmpImage());
g_Image.Free();
return TRUE;}
以下实现了一个文件加载类,用以将外部图片资源转化成绘制纹理时所需的位图数据。参考代码如下:
view plain /******************************************************************** filename: CImgLoader.h created: 2011-01-05 author: firehood
purpose: 文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据图片格式支持bmp、png、jpg. *********************************************************************/ #pragma once
class CImgLoader { public:CImgLoader(void);~CImgLoader(void);public:// 加载图片资源BOOL Load(LPCTSTR lpFileName);// 获取位图数据unsigned char* GetBmpImage(void);// 释放图片资源void Free();// 获取图像宽度int Width();// 获取图像高度int Height();private:int m_Width; // 图像宽度int m_Height; // 图像高度unsigned char *m_pImage; // 指向图像数据的指针};
view plain /******************************************************************** filename: CImgLoader.cpp created: 2011-01-05 author: firehood
purpose: 文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据图片格式支持bmp、png、jpg. *********************************************************************/
#include "StdAfx.h" #include "ImgLoader.h" // IImage Includer #include <imaging.h> #include <initguid.h> #include <imgguids.h> // IImage lib #pragma comment(lib, "Imaging.lib")
CImgLoader::CImgLoader(void)
{ m_pImage = NULL;m_Width = 0;m_Height = 0;}
CImgLoader::~CImgLoader(void)
{ }
// 加载图片资源BOOL CImgLoader::Load(LPCTSTR lpFileName)
{ IImagingFactory *pImgFactory = NULL;IImage *pImage = NULL;IBitmapImage *pBmpImg = NULL;// CoInitializeEx(NULL, COINIT_MULTITHREADED);if (!SUCCEEDED(CoCreateInstance(CLSID_ImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IImagingFactory, (void **) &pImgFactory)))
return FALSE;if (!SUCCEEDED(pImgFactory->CreateImageFromFile(lpFileName, &pImage)))
return FALSE;// 获取图像大小信息ImageInfo ImgInfo;pImage->GetImageInfo(&ImgInfo);
m_Width = ImgInfo.Width;m_Height = ImgInfo.Height;
if (FAILED(pImgFactory->CreateBitmapFromImage(pImage,m_Width,m_Height,PixelFormat24bppRGB,InterpolationHintDefault,&pBmpImg)))
{ return FALSE;} RECT rect = {0,0,m_Width,m_Height};BitmapData *BmpData = new BitmapData;
if (FAILED(pBmpImg->LockBits(&rect,ImageLockModeRead|ImageLockModeWrite,PixelFormat24bppRGB,BmpData)))
{ return FALSE;} int line = BmpData->Stride;LPBYTE lpData, lpLine, lpCurPixel;lpData = lpLine = (LPBYTE)BmpData->Scan0; // 获取BMP位图实际值的地址指针// 若为Bottom-Up(从下到上)的位图,则指向buffer的结尾// 若为Top-Down(从上到下)的位图,则指向buffer的开头// int nBytesPP = nBPP >> 3; // 左移三位即除以8,获取图像每像素字节数m_pImage = new unsigned char[m_Width * m_Height * 3];memset(m_pImage, 0, m_Width * m_Height * 3);if(m_pImage == NULL)
return FALSE;if (line>0)
{ int pos = m_Width * m_Height * 3-1;for(int i = 0; i<m_Height; i++) // 行{ lpLine = lpData + i * line; // 获取图像每一行地址指针for(int j = m_Width-1; j>-1; j——) // 列{ lpCurPixel = lpLine + j * 3; // 获取每行每像素地址指针m_pImage[pos——] = *lpCurPixel ; // R m_pImage[pos——] = *(lpCurPixel + 1); // G m_pImage[pos——] = *(lpCurPixel + 2); // B } else { int pos = 0 ;for(int i = m_Height-1; i>-1; i——) // 行{ lpLine = lpData + i * line; // 获取图像每一行地址指针for(int j = 0; j<m_Width; j++) // 列{ lpCurPixel = lpLine + j * 3; // 获取每行每像素地址指针m_pImage[pos++] = *(lpCurPixel + 2); // R m_pImage[pos++] = *(lpCurPixel + 1); // G m_pImage[pos++] = *lpCurPixel; // B } if (FAILED(pBmpImg->UnlockBits(BmpData)))
{ return FALSE;} delete BmpData;pBmpImg = NULL;pImage->Release();pImgFactory->Release();return TRUE;}
// 获取图片数据unsigned char* CImgLoader::GetBmpImage(void)
{ return m_pImage;}
// 获取图像宽度int CImgLoader::Width()
{ return m_Width;}
// 获取图像高度int CImgLoader::Height()
{ return m_Height;}
// 释放图片资源void CImgLoader::Free()
{ if(m_pImage)
{ delete []m_pImage;m_pImage = NULL;} |
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