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  • SDL2+OpenGL (4)混合图像产生动态效果

    利用OpenGL的glBlendFunc函数将下面这张图作为纹理产生动态效果

     1  #include <GL/glew.h>
     2  #include <SDL2/SDL.h>
     3  #include <SDL2/SDL_opengl.h>
     4  #include <SDL2/SDL_image.h>
     5  bool quit;
     6  SDL_Window* window;
     7  SDL_GLContext glContext;
     8  SDL_Event sdlEvent;
     9  GLuint      texture;
    10  float x=0,y=0;
    11  void Init()
    12  {
    13      SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    14      SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
    15      SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,32);
    16      SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    17      SDL_Init(SDL_INIT_EVERYTHING);
    18      window = SDL_CreateWindow("SDL+OpenGL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,600,600,SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
    19      glContext = SDL_GL_CreateContext(window);
    20      SDL_GL_SetSwapInterval(1);
    21      glewInit();
    22      glEnable(GL_TEXTURE_2D);
    23      glClearDepth(1.0f);
    24      glDepthFunc(GL_LEQUAL);
    25      glEnable(GL_DEPTH_TEST);
    26      glShadeModel(GL_SMOOTH);
    27  }
    28  void LoadImage()
    29  {
    30      SDL_Surface *tmp=IMG_Load("water.png");
    31      tmp = SDL_ConvertSurfaceFormat(tmp,SDL_PIXELFORMAT_ABGR8888,0);
    32      texture=gluBuild2DMipmaps(GL_TEXTURE_2D,4,tmp->w,tmp->h,GL_RGBA,GL_UNSIGNED_BYTE,tmp->pixels);
    33      SDL_FreeSurface(tmp);
    34  }
    35  void Draw()
    36  {
    37      if(x>=5)  x=0;
    38      if(y>=5)  y=0;
    39      glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    40      glLoadIdentity();
    41      glScaled(1.0f/10,1.0f/10,1.0f/10);
    42  
    43      glPushMatrix();
    44          glEnable(GL_BLEND);
    45              glColor4f(1.0f,1.0f,1.0f,0.5f);
    46              glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
    47              glTranslatef(0.0f, 0.0f, 1.0f);
    48              glBindTexture(GL_TEXTURE_2D,texture);
    49              glBegin(GL_QUADS);
    50                  glTexCoord2f(5.0f+x, 5.0f+y); glVertex3f(-10.0f,  10.0f,  0.0f);
    51                  glTexCoord2f(5.0f+x, 0.0f+y); glVertex3f( 10.0f,  10.0f,  0.0f);
    52                  glTexCoord2f(0.0f+x, 0.0f+y); glVertex3f( 10.0f, -10.0f,  0.0f);
    53                  glTexCoord2f(0.0f+x, 5.0f+y); glVertex3f(-10.0f, -10.0f,  0.0f);
    54              glEnd();
    55          glDisable(GL_BLEND);
    56      glPopMatrix();
    57  
    58      glPushMatrix();
    59          glEnable(GL_BLEND);
    60              glColor4f(1.0f,1.0f,1.0f,0.6f);
    61              glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_CONSTANT_ALPHA);
    62              glTranslatef(0.0f, 0.0f, 0.0f);
    63              glBindTexture(GL_TEXTURE_2D,texture);
    64              glBegin(GL_QUADS);
    65                  glTexCoord2f(5.0f-x, 5.0f-y); glVertex3f(-10.0f,  10.0f,  0.0f);
    66                  glTexCoord2f(5.0f-x, -5.0f-y); glVertex3f( 10.0f,  10.0f,  0.0f);
    67                  glTexCoord2f(0.0f-x, -5.0f-y); glVertex3f( 10.0f, -10.0f,  0.0f);
    68                  glTexCoord2f(0.0f-x, 5.0f-y); glVertex3f(-10.0f, -10.0f,  0.0f);
    69              glEnd();
    70          glDisable(GL_BLEND);
    71      glPopMatrix();
    72  
    73      x+=0.005;
    74      y+=0.005;
    75      SDL_GL_SwapWindow(window);
    76  }
    77  int main(int argc, char *argv[])
    78  {
    79      quit = false;
    80      Init();
    81      LoadImage();
    82      while (!quit)
    83      {
    84          while(SDL_PollEvent(&sdlEvent))
    85          {
    86              if(sdlEvent.type == SDL_QUIT)
    87              {
    88                  quit = true;
    89              }
    90          }
    91          Draw();
    92          SDL_Delay(16);
    93      }
    94      SDL_DestroyWindow(window);
    95      window = NULL;
    96      SDL_Quit();
    97      return 0;
    98  }
    

     效果(gif文件录制的太短了,效果不是很明显)

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  • 原文地址:https://www.cnblogs.com/CodeMIRACLE/p/5521935.html
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