如何在 OSX 下的 SDL/OpenGL 应用程序中加载 JPG/PNG 纹理

发布于 2024-10-02 14:19:21 字数 212 浏览 2 评论 0原文

我正在编写一个在 OSX 下运行的 SDL / OpenGL 应用程序。我必须使用现有的代码,该代码使用 DevIL 库来加载 JPG 和 PNG 纹理。不幸的是,这在 OS X 下工作得非常糟糕,所以我决定根本不使用 DevIL,并使用另一个库重写应用程序的相应部分。我想保持它的灵活性(DevIL 可以处理很多图像格式)并且易于使用。您可以推荐 DevIL 的良好替代品吗?该应用程序完全用 C++ 编写。

i am writing an SDL / OpenGL application that runs under OSX. I have to use existing code which uses the DevIL library for loading JPG and PNG textures. Unfortunately, this works very bad under OS X, so i decided not to use DevIL at all, and rewrite the respective parts of the application using another library. I want to keep it flexible (DevIL can handle a lot of image formats) and easy to use. Is there a good replacement for DevIL that you can recommend? The application is entirely written in C++.

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风筝在阴天搁浅。 2024-10-09 14:19:21

查看 SDL_image 库。它提供诸如 IMG_LoadPNG 之类的功能,可以将您的图片“作为”SDL_Surface 加载。
由于您已经使用 SDL,这应该非常适合您的程序。

示例取自 SDL_image 文档

// Load sample.png into image
SDL_Surface* image = IMG_Load("sample.png");
if (image == nullptr) {
    std::cout << "IMG_Load: " << IMG_GetError() << "\n";
}

Have a look at the SDL_image library. It offers functions like IMG_LoadPNG that load your picture "as an" SDL_Surface.
Since you already work with SDL this should fit quite well in your program.

Sample taken from the SDL_image documentation:

// Load sample.png into image
SDL_Surface* image = IMG_Load("sample.png");
if (image == nullptr) {
    std::cout << "IMG_Load: " << IMG_GetError() << "\n";
}
信愁 2024-10-09 14:19:21

SDL 2 SDL_image 最小可运行示例

main.c

#include <stdlib.h>

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>

int main(void) {
    SDL_Event event;
    SDL_Renderer *renderer = NULL;
    SDL_Texture *texture = NULL;
    SDL_Window *window = NULL;

    SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
    SDL_CreateWindowAndRenderer(
        500, 500,
        0, &window, &renderer
    );
    IMG_Init(IMG_INIT_PNG);
    texture = IMG_LoadTexture(renderer, "flower.png");
    while (1) {
        SDL_RenderCopy(renderer, texture, NULL, NULL);
        SDL_RenderPresent(renderer);
        if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
            break;
    }
    SDL_DestroyTexture(texture);
    IMG_Quit();
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    return EXIT_SUCCESS;
}

GitHub 上游

编译并运行:

sudo apt-get install libsdl2-dev libsdl2-image-dev
gcc -std=c99 -o main -Wall -Wextra -pedantic main.c -lSDL2 -lSDL2_image
./main

结果:

在此处输入图像描述

在 Ubuntu 16.04、GCC 6.4.0、SDL 2.0.4、SDL Image 2.0.1 上测试。

SDL 2 SDL_image minimal runnable example

main.c

#include <stdlib.h>

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>

int main(void) {
    SDL_Event event;
    SDL_Renderer *renderer = NULL;
    SDL_Texture *texture = NULL;
    SDL_Window *window = NULL;

    SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
    SDL_CreateWindowAndRenderer(
        500, 500,
        0, &window, &renderer
    );
    IMG_Init(IMG_INIT_PNG);
    texture = IMG_LoadTexture(renderer, "flower.png");
    while (1) {
        SDL_RenderCopy(renderer, texture, NULL, NULL);
        SDL_RenderPresent(renderer);
        if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
            break;
    }
    SDL_DestroyTexture(texture);
    IMG_Quit();
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    return EXIT_SUCCESS;
}

GitHub upstream.

Compile and run:

sudo apt-get install libsdl2-dev libsdl2-image-dev
gcc -std=c99 -o main -Wall -Wextra -pedantic main.c -lSDL2 -lSDL2_image
./main

Outcome:

enter image description here

Tested on Ubuntu 16.04, GCC 6.4.0, SDL 2.0.4, SDL Image 2.0.1.

じее 2024-10-09 14:19:21

看看freeimage。它支持所有主要格式,并且可以使用 macports 轻松构建。合作也很愉快。自动检测图像格式等。

FREE_IMAGE_FORMAT format = FreeImage_GetFileType(filename.c_str(), 0);
FIBITMAP *bitmap = FreeImage_Load(format, filename.c_str());
if (!bitmap)
{
    LOG_ERROR("Unable to load texture: " + filename);
    return false;
}
mlWidth = FreeImage_GetWidth(bitmap);
mlHeight = FreeImage_GetHeight(bitmap);
glGenTextures(1, &mpTextures[0]);
glBindTexture(GL_TEXTURE_2D, mpTextures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mlWidth, mlHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE,
       (GLvoid*)FreeImage_GetBits(bitmap));
FreeImage_Unload(bitmap);

Take a look at freeimage. It supports all major formats and is easily built with macports. Nice to work with as well. Auto-detects image format etc.

FREE_IMAGE_FORMAT format = FreeImage_GetFileType(filename.c_str(), 0);
FIBITMAP *bitmap = FreeImage_Load(format, filename.c_str());
if (!bitmap)
{
    LOG_ERROR("Unable to load texture: " + filename);
    return false;
}
mlWidth = FreeImage_GetWidth(bitmap);
mlHeight = FreeImage_GetHeight(bitmap);
glGenTextures(1, &mpTextures[0]);
glBindTexture(GL_TEXTURE_2D, mpTextures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mlWidth, mlHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE,
       (GLvoid*)FreeImage_GetBits(bitmap));
FreeImage_Unload(bitmap);
镜花水月 2024-10-09 14:19:21

如果您使用的是 Mac 操作系统,为什么不直接使用 CGImageSource 进行加载? OS X 本身支持加载多种文件格式,包括 PNG 和 JPEG。

If you're on Mac OS anyway, why not just use CGImageSource to do the loading? OS X natively supports loading many file formats including PNG and JPEG.

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