在Ubuntu Linux操作系统中有不少开源且好用的工具库用于读取图片文件,识别它们的格式,然后以RGB等原生像素格式保存到存储器中。比如libpng就是其中之一。不过我们这里使用更方便、更快捷、更通用的GTK+库中所包含的GDK工具库对指定的图片文件进行读取,然后读取其内部原生像素数据,最后映射到纹理单元上。
我们可以参考这篇文章来下载安装GTK+:Ubuntu下安装GTK+3的方法。
下面我们先建立一个shell文件,命名为build.sh,用它进行构建整个程序。
clang main.c -std=gnu11 -lglut -lGL -I/usr/include/glib-2.0/ -I/usr/include/atk-1.0/ -I/usr/include/gdk-pixbuf-2.0/ -I/usr/include/cairo/ -I/usr/include/pango-1.0/ -I/usr/lib/x86_64-linux-gnu/glib-2.0/include/ -I/usr/include/gtk-3.0/ -L/usr/lib/x86_64-linux-gnu/ -lgtk-3 -lgobject-2.0 -lpangocairo-1.0 -lgio-2.0 -latk-1.0 -lgdk-3 -lgdk_pixbuf-2.0 -lglib-2.0 -o glutTexture
如果你的电脑没有安装Clang,也可以使用GCC。如果用GCC进行编译构建的话,只需要将上述的clang改为gcc就可以了。
下面展示main.c源文件:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#ifndef var
#define var __auto_type
#endif
static const GLfloat sRectVertices[] = {
// top left
-0.4f, 0.4f,
// bottom left
-0.4f, -0.4f,
// top right
0.4f, 0.4f,
// bottom right
0.4f, -0.4f
};
static const GLfloat sRectTexCoords[] = {
// top left
0.0f, 0.0f,
// bottom left
0.0f, 1.0f,
// top right
1.0f, 0.0f,
// bottom right
1.0f, 1.0f
};
static void TimerHandler(int value);
static GLfloat sDisplacement = -0.5f;
static GLfloat sDelta = 0.005f;
static int sTimerDuration = 20; //默认以50FPS的帧率进行刷新
static void RenderHandler(void)
{
glutTimerFunc(sTimerDuration, TimerHandler, 0);
sTimerDuration = 20;
glClear(GL_COLOR_BUFFER_BIT);
// Draw rectangle
glVertexPointer(2, GL_FLOAT, 0, sRectVertices);
glTexCoordPointer(2, GL_FLOAT, 0, sRectTexCoords);
glLoadIdentity();
glTranslatef(sDisplacement, 0.0f, -2.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFlush();
glutSwapBuffers();
sDisplacement += sDelta;
if(sDisplacement >= 0.5f)
{
sDisplacement = 0.5f;
sDelta = -sDelta;
sTimerDuration = 1500;
}
else if(sDisplacement <= -0.5f)
{
sDisplacement = -0.5f;
sDelta = -sDelta;
sTimerDuration = 1500;
}
}
static void TimerHandler(int value)
{
RenderHandler();
}
static bool LoadPixelsFromImageToTexture(const char *filePath)
{
var pixBuf = gdk_pixbuf_new_from_file(filePath, NULL);
if(pixBuf == NULL)
{
puts("The image is not found!");
printf("The file path is: %s\n", filePath);
return false;
}
const var width = gdk_pixbuf_get_width(pixBuf);
const var height = gdk_pixbuf_get_height(pixBuf);
printf("The image width is: %d, height is: %d\n", width, height);
var pixels = gdk_pixbuf_read_pixels(pixBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
g_object_unref(pixBuf);
return true;
}
int main(int argc, char* argv[])
{
gtk_init(&argc, &argv);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_MULTISAMPLE);
glutInitWindowSize(480, 480);
glutInitWindowPosition(200, 100);
glutCreateWindow("OpenGL GLUT Demo");
glutSetOption(GLUT_MULTISAMPLE, 4);
glutDisplayFunc(RenderHandler);
var vendor = (const char*)glGetString(GL_VENDOR);
var renderer = (const char*)glGetString(GL_RENDERER);
var version = (const char*)glGetString(GL_VERSION);
printf("The vendor is: %s\n", vendor);
printf("The renderer is: %s\n", renderer);
printf("The GL version is: %s\n", version);
glViewport(0, 0, 480, 480);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glShadeModel(GL_SMOOTH);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE_ARB);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glActiveTexture(GL_TEXTURE0);
GLuint texID;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
char path[512];
int size = readlink("/proc/self/exe", path, 512);
int index = 0;
for(int i = size - 1; i >= 0; i--)
{
const var ch = path[i];
if(ch == '/')
{
index = i + 1;
break;
}
}
bool result = false;
do
{
if(index == 0)
break;
strcpy(&path[index], "image.png");
result = LoadPixelsFromImageToTexture(path);
}
while(false);
if(!result)
{
puts("Image data load failed!");
glDeleteTextures(1, &texID);
return 0;
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 3.0f);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
glDeleteTextures(1, &texID);
}
这里需要注意,在运行上述程序之前先搞一个PNG的图片,把它命名为image.png,然后将它放到build.sh和main.c同一文件目录下。这里对image.png是有要求的,它的宽和高的像素个数必须至少为32的倍数,并且最小值取为64,这是符合作为纹理的最低要求。
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