My Github Link
方案一:利用opencv库将图片读取为unsigned char
1、用到Opencv将png图片读取到内存,然后转换为GLubyte–unsigned char数据
2、将影像贴图到OpenGL纹理上
#include <stdlib.h>
#include "GL/glut.h"
#include <opencv.hpp>
using namespace cv;
//OpenCV读取图像
Mat I = imread("C://Users//XXX//Desktop//3.png");
//设置长宽
int width = I.cols;
int height = I.rows;
//设置图像指针
GLubyte* pixels;
GLuint load_texture()
{
//OpenGL纹理用整型数表示
GLuint texture_ID;
//获取图像指针
int pixellength = width * height * 3;
pixels = new GLubyte[pixellength];
memcpy(pixels, I.data, pixellength * sizeof(char));
//imshow("OpenCV", I);
//将texture_ID设置为2D纹理信息
glGenTextures(2, &texture_ID);
glBindTexture(GL_TEXTURE_2D, 1);
//纹理放大缩小使用线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//纹理水平竖直方向外扩使用重复贴图
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//纹理水平竖直方向外扩使用边缘像素贴图(与重复贴图二选一)
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//将图像内存用作纹理信息
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
free(pixels);
return texture_ID;
}
void display()
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//获取纹理对象
GLuint image = load_texture();
std::cout << image << std::endl;
//重新设置OpenGL窗口:原点位置为左上角,x轴从左到右,y轴从上到下,坐标值与像素坐标值相同
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity