📄 tutorial_33.htm
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0 2 0 0 0 0 0 0 0 0 0,如果是RLE压缩的,则是0 0 10 0 0 0 0 0 0 0 0 0。这两个值允许我们检查正在读取的文件是否有效。<br></td><td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> <font color="#ffffaa">// 未压缩的TGA头</font>
GLubyte uTGAcompare[12] = {0,0, 2,0,0,0,0,0,0,0,0,0};
<font color="#ffffaa">// 压缩的TGA头</font>
GLubyte cTGAcompare[12] = {0,0,10,0,0,0,0,0,0,0,0,0};
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">最后,我们声明两个函数用于读取过程。<br></td><td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> <font color="#ffffaa">// 读取一个未压缩的文件</font>
bool LoadUncompressedTGA(Texture *, char *, FILE *);
<font color="#ffffaa">// 读取一个压缩的文件</font>
bool LoadCompressedTGA(Texture *, char *, FILE *);
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%"><p>现在,回到cpp文件,和程序中真正首当其冲部分,我将会省去一些错误消息处理代码并且使教程更短、更具可读性。你可以参看教程包含的文件(在文章的尾部有链接)。</p>
<p>马上,我们就可以在文件开头包含我们刚刚建立的头文件。</p></td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> #include "tga.h" <font color="#ffffaa">// 包含我们刚刚建立的头文件</font>
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%"><p>不我们不需要包含其它任何文件了,因为我们已经在自己刚刚完成的头文件中包含他们了。</p>
<p>接下来,我们要做的事情是看看第一个函数,名为LoadTGA(…)。</p></td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> <font color="#ffffaa">// 读取一个TGA文件!</font>
bool LoadTGA(Texture * texture, char * filename)
{
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%"><p>它有两个参数。前者是一个指向纹理结构的指针,你必须在你的代码中声明它(见包含的例子)。后者是一个字符串,它告诉计算机在哪里去找你的纹理文件。</p>
<p>函数的前两行声明了一个文件指针,然后打开由“filename”参数指定的文件,它由函数的第二个指针传递进去。</p></td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> FILE * fTGA; <font color="#ffffaa">// 声明文件指针</font>
fTGA = fopen(filename, "rb"); <font color="#ffffaa">// 以读模式打开文件</font>
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">接下来的几行检查指定的文件是否已经正确地打开。</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> if(fTGA == NULL) <font color="#ffffaa">// 如果此处有错误</font>
{
...Error code...
return false; <font color="#ffffaa">// 返回 False</font>
}
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">下一步,我们尝试读取文件的首12个字节的内容并且将它们存储在我们的TGAHeader结构中,这样,我们得以检查文件类型。如果fread失败,则关闭文件,显示一个错误,并且函数返回false。</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> if(fread(&tgaheader, sizeof(TGAHeader), 1, fTGA) == 0)
{
...Error code here...
return false; <font color="#ffffaa">// 如果失败则返回 False</font>
}
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">接着,通过我们用辛苦编的程序刚读取的头,我们继续尝试确定文件类型。这可以告诉我们它是压缩的、未压缩甚至是错误的文件类型。为了达到这个目的,我们将会使用memcmp(…)函数。</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
</font><pre><font color="#aaffaa" size="3"> <font color="#ffffaa">// 如果文件头附合未压缩的文件头格式</font>
if(memcmp(uTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)
{
<font color="#ffffaa">// 读取未压缩的TGA文件</font>
LoadUncompressedTGA(texture, filename, fTGA);
}
<font color="#ffffaa">// 如果文件头附合压缩的文件头格式</font>
else if(memcmp(cTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)
{
<font color="#ffffaa">// 读取压缩的TGA格式</font>
LoadCompressedTGA(texture, filename, fTGA);
}
else <font color="#ffffaa">// 如果任一个都不符合</font>
{
...Error code here...
return false; <font color="#ffffaa">// 返回 False</font>
}
</font></pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%"><p>我们将要开始读取一个未压缩格式文件的章节。</p>
<p>下面开始我们要做的第一件事,像往常一样,是函数头。</p></td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> <font color="#ffffaa">//读取未压缩的TGA文件</font>
bool LoadUncompressedTGA(Texture * texture, char * filename, FILE * fTGA)
{
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%"><p>这个函数有3个参数。头两个和LoadTGA中的一样,仅仅是简单的传递。第三个是来自前一个函数中的文件指针,因此我们没有丢失我们的空间。</p>
<p>接下来我们试着再从文件中读取6个字节的内容,并且存储在tga.header中。如果他失败了,我们运行一些错误处理代码,并且返回false。</p></td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> <font color="#ffffaa">// 尝试继续读取6个字节的内容</font>
if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0)
{
...Error code here...
return false; <font color="#ffffaa">// 返回 False</font>
}
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">现在我们有了计算图像的高度、宽度和BPP的全部信息。我们在纹理和本地结构中都将存储它。</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> texture->width = tga.header[1] * 256 + tga.header[0]; <font color="#ffffaa">// 计算高度</font>
texture->height = tga.header[3] * 256 + tga.header[2]; <font color="#ffffaa">// 计算宽度</font>
texture->bpp = tga.header[4]; <font color="#ffffaa">// 计算BPP</font>
tga.Width = texture->width; <font color="#ffffaa">// 拷贝Width到本地结构中去</font>
tga.Height = texture->height; <font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">拷贝Height到本地结构中去</font></font>
tga.Bpp = texture->bpp; <font color="#ffffaa">// 拷贝Bpp到本地结构中去</font>
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">现在,我们需要确认高度和宽度至少为1个像素,并且bpp是24或32。如果这些值中的任何一个超出了它们的界限,我们将再一次显示一个错误,关闭文件,并且离开此函数。</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> <font color="#ffffaa">// 确认所有的信息都是有效的</font>
if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) && (texture->bpp !=32)))
{
...Error code here...
return false; <font color="#ffffaa">// 返回 False</font>
}
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_33_files/l.png"><img src="Tutorial_33_files/l.png"></td>
<td valign="top" width="100%">接下来我们设置图像的类型。24 bit图像是GL_RGB,32 bit 图像是GL_RGBA</td>
<td background="Tutorial_33_files/r.png"><img src="Tutorial_33_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_33_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_33_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_33_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> if(texture->bpp == 24) <font color="#ffffaa">// 是24 bit图像吗?</font>
{
texture->type = GL_RGB; <font color="#ffffaa"> //如果是,设置类型为GL_RGB</font>
}
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