This sample shows us how to load the texture data from the .exe file instead of external image files on the disk. The method was based on the Visual Studio resource data. That means you need to use VS C++ create a .rc resource data first, then you load those data with the window supported API. So the code is platform and IDE dependent. Of course, there must be some other solutions works for the same purpose. Like, convert the external files into object file, then link this object file into the executable file with linker. Or even worse, convert the whole file content into a byte array, and hard coded.
After you create the texture resource data and insert into the proper project correctly, you could use following code use access those texture data:
#include "resource.h" ... HBITMAP hBMP; BITMAP BMP; hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL),MAKEINTRESOURCE(resource_id), IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION); if (hBMP) { GetObject(hBMP,sizeof(BMP), &BMP); // Bitmap data could be acesssed like following: // BMP.bmWidth, BMP.bmHeight, BMP.bmBits { setup the texture here; (be careful that Bitmap format is BGR) }; DeleteObject(hBMP); }
The full source code could be found here.
从.exe加载纹理资源
本文介绍了一种在不使用外部图像文件的情况下,从.exe文件中加载纹理数据的方法。该方法依赖于Visual Studio资源数据,首先需要创建.rc资源数据,然后通过Windows支持的API加载这些数据。文中提供了具体的代码示例,展示了如何使用资源ID加载位图并获取其宽度、高度和像素数据。
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