如何从纯资源dll中载入位图,作为opengl的纹理?
auxDIBImageLoad() 只能从硬盘中载入bmp,有什么方法可以从纯资源dll中载入bmp到AUX_RGBImageRec吗?我自己尝试写了一段代码,但是失败了,代码如下
AUX_RGBImageRec *LoadBMP(char *Filename)
{
BITMAPINFO BMInfo;
const HDC gldc = wglGetCurrentDC();
AUX_RGBImageRec *TextureImage = new AUX_RGBImageRec;
HINSTANCE hDll;
hDll = LoadLibrary("Resource.dll");
HBITMAP hBitmap = LoadBitmap(hDll, Filename);
BMInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
BMInfo.bmiHeader.biBitCount = 0;
GetDIBits(gldc, (HBITMAP)hBitmap, 0,0, NULL, &BMInfo, DIB_RGB_COLORS);
TextureImage->sizeX = BMInfo.bmiHeader.biWidth;
TextureImage->sizeY = BMInfo.bmiHeader.biHeight;
BMInfo.bmiHeader.biBitCount = 24;
BMInfo.bmiHeader.biCompression = BI_RGB;
const DWORD BitmapLength = TextureImage->sizeX * TextureImage->sizeY * 3;
TextureImage->data = new byte[BitmapLength];
free(hDll);
return TextureImage;
}
Mr.朋友卡
10 years, 5 months ago
Answers
AUX_RGBImageRec *LoadBMP(char *Filename)
{
BITMAPINFO BMInfo;
const HDC gldc = wglGetCurrentDC();
int i;
AUX_RGBImageRec *TextureImage = new AUX_RGBImageRec;
HINSTANCE hDll;
hDll = LoadLibrary("Resource.dll");
HBITMAP hBitmap = LoadBitmap(hDll, "#105");
BMInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
BMInfo.bmiHeader.biBitCount = 0;
GetDIBits(gldc, (HBITMAP)hBitmap, 0,0, NULL, &BMInfo, DIB_RGB_COLORS);
TextureImage->sizeX = BMInfo.bmiHeader.biWidth;
TextureImage->sizeY = BMInfo.bmiHeader.biHeight;
BMInfo.bmiHeader.biBitCount = 24;
BMInfo.bmiHeader.biCompression = BI_RGB;
const DWORD BitmapLength = TextureImage->sizeX * TextureImage->sizeY * 3;
TextureImage->data = new byte[BitmapLength];
memset(TextureImage->data,0,sizeof(byte)*BitmapLength);
if(GetDIBits(gldc, (HBITMAP)hBitmap, 0, TextureImage->sizeY, TextureImage->data, &BMInfo, DIB_RGB_COLORS))
for(i=0; i<=BitmapLength; i+=3)
{
char tmp;
tmp = TextureImage->data[i];
TextureImage->data[i] = TextureImage->data[i+2];
TextureImage->data[i+2] = tmp;
}
FreeLibrary(hDll);
return TextureImage;
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/NeHe.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
return Status; // Return The Status
}
hitoha
answered 10 years, 5 months ago