我想爲mac設置一個openGL窗口的背景。背景將需要一個JPG或PNG文件。如何在mac中使用紋理.jpg圖像作爲openGL背景窗口?
這裏是我的代碼..
GLuint texture; //the array for our texture
GLfloat angle = 0.0;
GLuint LoadTexture (const char * filename, int width, int height){
// GLuint texture;
unsigned char * data;
FILE * file;
//The following code will read in our RAW file
file = fopen(filename, "rb");
if (file == NULL) return 0;
data = (unsigned char *)malloc(width * height * 3);
fread(data, width * height * 3, 1, file);
fclose(file);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// // when texture area is small, bilinear filter the closest mipmap
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
// GL_LINEAR_MIPMAP_NEAREST);
// // when texture area is large, bilinear filter the original
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// // the texture wraps over at the edges (repeat)
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//
// //Generate the texture
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0,GL_RGB, GL_UNSIGNED_BYTE, data);
// select modulate to mix texture with color for shading
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST);
// when texture area is large, bilinear filter the first mipmap
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// // the texture wraps over at the edges (repeat)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// build our texture mipmaps
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height,
GL_RGB, GL_UNSIGNED_BYTE, data);
free(data);
return texture; //return whether it was successful
}
void FreeTexture(GLuint texture){
glDeleteTextures(1, &texture);
}
void cube() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture); //bind the texture
glPushMatrix();
glRotatef(angle, 0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2d(0.0,0.0); glVertex2d(-1.0,-1.0);
glTexCoord2d(1.0,0.0); glVertex2d(+1.0,-1.0);
glTexCoord2d(1.0,1.0); glVertex2d(+1.0,+1.0);
glTexCoord2d(0.0,1.0); glVertex2d(-1.0,+1.0);
glEnd();
glPopMatrix();
glutSwapBuffers();
//glutSolidCube(2);
}
void display() {
glClearColor (0.0,0.0,0.0,1.0);
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
texture = LoadTexture("/Users/macbook/MatrixEngineClientSample/Fighters/Sunset03.jpg", 256, 256 ); //load the texture
glEnable(GL_TEXTURE_2D); //enable 2D texturing
// glEnable(GL_TEXTURE_GEN_S); //enable texture coordinate generation
// glEnable(GL_TEXTURE_GEN_T);
cube();
FreeTexture(texture);
//glutSwapBuffers();
//angle ++;
}
void reshape (int w, int h) {
glViewport (0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode (GL_PROJECTION);
//glLoadIdentity();
gluPerspective (50, (GLfloat)w/(GLfloat)h, 1.0, 100.0);
glMatrixMode (GL_MODELVIEW);
}
int main (int argc, char **argv) {
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow ("A basic OpenGL Window");
glutDisplayFunc (display);
glutIdleFunc (display);
glutReshapeFunc (reshape);
glutMainLoop();
return 0;
}
編輯
我希望看到這個圖像作爲OpenGL窗口的背景...圖像低於..
但它顯示此...
你需要說這麼多。什麼失敗?你期望看到什麼?你在代碼中哪裏看到了問題? –
FWIW,乍一看,您的代碼正在加載文件的字節並嘗試將其用作紋理位圖。如果您說的文件是PNG或JPG文件,那麼這將不起作用;這些文件類型需要先解碼成位圖。 –
@quixoto我已更新我的問題...你能告訴我我的問題在哪裏?你可以給我任何幫助,通過提供任何代碼或鏈接,因爲我在OpenGL中有點新。 – Emon