OpenGL第十节:彩色键控与混合

LTexture.h

bool loadPixelsFromFile( std::string path );
bool loadTextureFromFileWithColorKey( std::string path, GLubyte r, GLubyte g, GLubyte b, GLubyte a = 000 );
bool loadTextureFromPixels32();

LTexture.cpp

bool LTexture::loadPixelsFromFile( std::string path )

{

    freeTexture();

    bool pixelsLoaded = false;

    ILuint imgID = 0;

    ilGenImages( 1, &imgID );//生成ID

    ilBindImage( imgID );//绑定

    ILboolean success = ilLoadImage( path.c_str() );//加载图片

    if( success == IL_TRUE )

    {

        success = ilConvertImage( IL_RGBA, IL_UNSIGNED_BYTE );//转为rgba

        if( success == IL_TRUE )

        {

            GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH );//获取图片宽高

            GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT );

            GLuint texWidth = powerOfTwo( imgWidth );//计算对应的二次幂

            GLuint texHeight = powerOfTwo( imgHeight );

            if( imgWidth != texWidth || imgHeight != texHeight )

            {

                iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT );//将图片放在左上角

                iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 );//调整图像大小

            }

            GLuint size = texWidth * texHeight;

            mPixels = new GLuint[ size ];

            mImageWidth = imgWidth;

            mImageHeight = imgHeight;

            mTextureWidth = texWidth;

            mTextureHeight = texHeight;

            memcpy( mPixels, ilGetData(), size * 4 );//把像素copy到mPixels

            pixelsLoaded = true;

        }

        ilDeleteImages( 1, &imgID );

    }

    if( !pixelsLoaded )

    {

        printf( "Unable to load %s ", path.c_str() );

    }

    return pixelsLoaded;

}

bool LTexture::loadTextureFromFileWithColorKey( std::string path, GLubyte r, GLubyte g, GLubyte b, GLubyte a )

{

    if( !loadPixelsFromFile( path ) )

    {

        return false;

    }

    GLuint size = mTextureWidth * mTextureHeight;

    for( int i = 0; i < size; ++i )//遍历每一个像素

    {

        //Get pixel colors

        GLubyte* colors = (GLubyte*)&mPixels[ i ];//mPixels[ i ]是32位,rgba各占8位,GLubyte是8位,强转为8位指针指向即可分别对rgba分量操作

        if( colors[ 0 ] == r && colors[ 1 ] == g && colors[ 2 ] == b && ( 0 == a || colors[ 3 ] == a ) )

        {//下面四句设置为透明

            colors[ 0 ] = 255;

            colors[ 1 ] = 255;

            colors[ 2 ] = 255;

            colors[ 3 ] = 000;

        }

    }

    return loadTextureFromPixels32();

}

bool LTexture::loadTextureFromPixels32()

{

    bool success = true;

    if( mTextureID == 0 && mPixels != NULL )

    {

        glGenTextures( 1, &mTextureID );

        glBindTexture( GL_TEXTURE_2D, mTextureID );

        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mTextureWidth, mTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mPixels );//创建纹理

        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

        glBindTexture( GL_TEXTURE_2D, NULL );

        GLenum error = glGetError();

        if( error != GL_NO_ERROR )

        {

            printf( "Error loading texture from %p pixels! %s ", mPixels, gluErrorString( error ) );

            success = false;

        }

        else

        {

            delete[] mPixels;

            mPixels = NULL;

        }

    }

    else

    {

        printf( "Cannot load texture from current pixels! " );

        if( mTextureID != 0 )

        {

            printf( "A texture is already loaded! " );

        }

        else if( mPixels == NULL )

        {

            printf( "No pixels to create texture from! " );

        }

        success = false;

    }

    return success;

}

LUtil.cpp

bool initGL(){

  ...

  glEnable( GL_BLEND );//启用混合

  glDisable( GL_DEPTH_TEST );

  glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

  ...

}

bool loadMedia()

{

    if( !gCircleTexture.loadTextureFromFileWithColorKey( "circle.png", 000, 255, 255 ) )

    {

        printf( "Unable to load circle texture! " );

        return false;

    }

    return true;

}

void render()

{

    glClear( GL_COLOR_BUFFER_BIT );

    glColor4f( 1.f, 1.f, 1.f, 0.5f );

    gCircleTexture.render( ( SCREEN_WIDTH - gCircleTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gCircleTexture.imageHeight() ) / 2.f );

    glutSwapBuffers();

}

原文地址:https://www.cnblogs.com/yongfengnice/p/7908952.html