原文地址::http://blog.youkuaiyun.com/untosil/archive/2010/07/16/5739002.aspx
手上有好些,前一阶段的工作成果.一直没有时间整理出来.
先把cola2d 里面使用的一些基础整理下.
在ndk 下如何读取png到opengl es 的texture了?
其实做法和linux下面没什么区别,我们首先要用到libpng这个开源的库.
从 http://www.libpng.org/pub/png/libpng.html 下载到 libpng-1.2.41这个版本.
然后在android ndk 新建一个libpng的project .
我的android.mk 文件如下.
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := png
LOCAL_CFLAGS := -I$(LOCAL_PATH) /
-DPNG_USE_GLOBAL_ARRAYS /
-DPNG_READ_SUPPORTED
LOCAL_CPP_EXTENSION := .cpp
# Note this simple makefile var substitution, you can find even simpler examples in different Android projects
LOCAL_SRC_FILES := $(notdir $(wildcard $(LOCAL_PATH)/*.c))
include $(BUILD_STATIC_LIBRARY)
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := png
LOCAL_CFLAGS := -I$(LOCAL_PATH) /
-DPNG_USE_GLOBAL_ARRAYS /
-DPNG_READ_SUPPORTED
LOCAL_CPP_EXTENSION := .cpp
# Note this simple makefile var substitution, you can find even simpler examples in different Android projects
LOCAL_SRC_FILES := $(notdir $(wildcard $(LOCAL_PATH)/*.c))
include $(BUILD_STATIC_LIBRARY)
这样就可以编译好libpng.a
需要注意的是 如果使用该库,链接时,需要加上-lz 这儿需要带上zlib库 这个库,android ndk 已经自带了.不需要自行编译.
opengl es 如何使用该库读取一个png图片了?
读取png 代码:
unsigned char* Texture::ReadPNG (const char* file, png_uint_32* w, png_uint_32* h)
{
FILE* f;
unsigned char sig[8];
png_structp png_ptr;
png_infop info_ptr;
unsigned char* image_data;
int bit_depth;
int color_type;
unsigned int rowbytes;
png_uint_32 i;
png_bytepp row_pointers;
if ((f = fopen(file, "rb")) == NULL)
return NULL;
fread(sig, sizeof(*sig), sizeof(sig), f);
if (!png_check_sig(sig, sizeof(*sig))) {
fclose(f);
return NULL;
}
if ((png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL)) == NULL) {
fclose(f);
return NULL;
}
if ((info_ptr = png_create_info_struct(png_ptr)) == NULL) {
png_destroy_read_struct(&png_ptr, NULL, NULL);
fclose(f);
return NULL;
}
if (setjmp(png_jmpbuf(png_ptr))) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return NULL;
}
png_ptr->io_ptr = (png_voidp) f;
png_set_sig_bytes(png_ptr, 8);
png_read_info(png_ptr, info_ptr);
png_get_IHDR(png_ptr, info_ptr, w, h, &bit_depth, &color_type, NULL, NULL, NULL);
if (color_type & PNG_COLOR_MASK_ALPHA)
png_set_strip_alpha(png_ptr);
if (bit_depth > <IMG class=wp-smiley alt=8) src="http://www.adevgames.com/wordpress/wp-includes/images/smilies/icon_cool.gif">
png_set_strip_16(png_ptr);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png_ptr);
if (color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png_ptr);
png_read_update_info(png_ptr, info_ptr);
rowbytes = png_get_rowbytes(png_ptr, info_ptr);
if ((image_data =(unsigned char *) malloc(*h * rowbytes)) == NULL) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return NULL;
}
if ((row_pointers =(png_bytepp) malloc(*h * sizeof(png_bytep))) == NULL) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
free(image_data);
return NULL;
}
for (i = 0; i < *h; i++)
row_pointers[*h - 1 - i] = image_data + i*rowbytes;
png_read_image(png_ptr, row_pointers);
free(row_pointers);
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return image_data;
}
unsigned char* Texture::ReadPNG (const char* file, png_uint_32* w, png_uint_32* h)
{
FILE* f;
unsigned char sig[8];
png_structp png_ptr;
png_infop info_ptr;
unsigned char* image_data;
int bit_depth;
int color_type;
unsigned int rowbytes;
png_uint_32 i;
png_bytepp row_pointers;
if ((f = fopen(file, "rb")) == NULL)
return NULL;
fread(sig, sizeof(*sig), sizeof(sig), f);
if (!png_check_sig(sig, sizeof(*sig))) {
fclose(f);
return NULL;
}
if ((png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL)) == NULL) {
fclose(f);
return NULL;
}
if ((info_ptr = png_create_info_struct(png_ptr)) == NULL) {
png_destroy_read_struct(&png_ptr, NULL, NULL);
fclose(f);
return NULL;
}
if (setjmp(png_jmpbuf(png_ptr))) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return NULL;
}
png_ptr->io_ptr = (png_voidp) f;
png_set_sig_bytes(png_ptr, 8);
png_read_info(png_ptr, info_ptr);
png_get_IHDR(png_ptr, info_ptr, w, h, &bit_depth, &color_type, NULL, NULL, NULL);
if (color_type & PNG_COLOR_MASK_ALPHA)
png_set_strip_alpha(png_ptr);
if (bit_depth >
png_set_strip_16(png_ptr);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png_ptr);
if (color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png_ptr);
png_read_update_info(png_ptr, info_ptr);
rowbytes = png_get_rowbytes(png_ptr, info_ptr);
if ((image_data =(unsigned char *) malloc(*h * rowbytes)) == NULL) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return NULL;
}
if ((row_pointers =(png_bytepp) malloc(*h * sizeof(png_bytep))) == NULL) {
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
free(image_data);
return NULL;
}
for (i = 0; i < *h; i++)
row_pointers[*h - 1 - i] = image_data + i*rowbytes;
png_read_image(png_ptr, row_pointers);
free(row_pointers);
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(f);
return image_data;
}然后使用
下面方法即可读入到texture里面
m_width=imgw;
m_height=imgh;
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgw, imgh, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
GLint crop[4] = { 0, 0, m_width, m_height };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
m_width=imgw;
m_height=imgh;
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgw, imgh, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
GLint crop[4] = { 0, 0, m_width, m_height };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
这部分内容和普通opengl es 的开发都没有区别.
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