OpenGL第十一节:拉伸和过滤
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LTexture.h
void render( GLfloat x, GLfloat y, LFRect* clip = NULL, LFRect* stretch = NULL );
LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip, LFRect* stretch )
{
if( mTextureID != 0 )
{
glLoadIdentity();//移除之前的变换
GLfloat texTop = 0.f;//纹理坐标
GLfloat texBottom = (GLfloat)mImageHeight / (GLfloat)mTextureHeight;
GLfloat texLeft = 0.f;
GLfloat texRight = (GLfloat)mImageWidth / (GLfloat)mTextureWidth;
GLfloat quadWidth = mImageWidth;
GLfloat quadHeight = mImageHeight;
if( clip != NULL )//如果裁剪
{
texLeft = clip->x / mTextureWidth;
texRight = ( clip->x + clip->w ) / mTextureWidth;
texTop = clip->y / mTextureHeight;
texBottom = ( clip->y + clip->h ) / mTextureHeight;
quadWidth = clip->w;
quadHeight = clip->h;
}
if( stretch != NULL )//如果拉伸
{
quadWidth = stretch->w;
quadHeight = stretch->h;
}
glTranslatef( x, y, 0.f );//移动
glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定
glBegin( GL_QUADS );//绘制
glTexCoord2f( texLeft, texTop ); glVertex2f( 0.f, 0.f );
glTexCoord2f( texRight, texTop ); glVertex2f( quadWidth, 0.f );
glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth, quadHeight );
glTexCoord2f( texLeft, texBottom ); glVertex2f( 0.f, quadHeight );
glEnd();
}
}
LUtil.cpp
LTexture gStretchedTexture;
LFRect gStretchRect = { 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT };
GLenum gFiltering = GL_LINEAR;//纹理过滤
bool loadMedia()
{
if( !gStretchedTexture.loadTextureFromFile( "mini_opengl.png" ) )
{
printf( "Unable to load mini texture!\n" );
return false;
}
return true;
}
void render()
{
glClear( GL_COLOR_BUFFER_BIT );
gStretchedTexture.render( 0.f, 0.f, NULL, &gStretchRect );
glutSwapBuffers();
}
void handleKeys( unsigned char key, int x, int y )
{
if( key == ‘q‘ )
{
glBindTexture( GL_TEXTURE_2D, gStretchedTexture.getTextureID() );//绑定,然后修改
if( gFiltering != GL_LINEAR )
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );//线性拉伸
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
gFiltering = GL_LINEAR;
}
else
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );//附近拉伸
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
gFiltering = GL_NEAREST;
}
glBindTexture( GL_TEXTURE_2D, NULL );//解除绑定
}
}
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