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  • OpenGL第八节:非二次幂的纹理渲染处理

    纹理渲染的图片的宽度和高度需要是二次幂的,如果不是二次幂的,需要通过填充的方式(就是添加边距),填充到二次幂。

    LTexture.h

    bool loadTextureFromPixels32( GLuint* pixels, GLuint imgWidth, GLuint imgHeight, GLuint texWidth, GLuint texHeight );//imgWidth图片宽,imgHeight图片高,texWidth纹理宽,texHeight纹理高

    private:
      GLuint powerOfTwo( GLuint num );//计算对应的幂,比例num为60时返回64 。

      GLuint mTextureID;

      GLuint mTextureWidth;//纹理宽高
      GLuint mTextureHeight;

      GLuint mImageWidth;//图片的宽高
      GLuint mImageHeight;

    LTexture.cpp

    LTexture::LTexture()
    {
      mTextureID = 0;

      mImageWidth = 0;
      mImageHeight = 0;

      mTextureWidth = 0;
      mTextureHeight = 0;
    }

    bool LTexture::loadTextureFromFile( std::string path )
    {
      bool textureLoaded = false;

      ILuint imgID = 0;
      ilGenImages( 1, &imgID );//生成ID
      ilBindImage( imgID );//绑定

      ILboolean success = ilLoadImage( path.c_str() );//加载

      if( success == IL_TRUE )
      {
        success = ilConvertImage( IL_RGBA, IL_UNSIGNED_BYTE );//换为rgba
        if( success == IL_TRUE )
        {
          GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH );
          GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT );

          GLuint texWidth = powerOfTwo( imgWidth );
          GLuint texHeight = powerOfTwo( imgHeight );

          if( imgWidth != texWidth || imgHeight != texHeight )//图片宽高和纹理的宽高不一样
          {
            iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT );//设置参数,让它图片位置左上角

            iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 );//拉伸画布到和纹理的宽高一样,这样图片在左上角,右下角就会被ilClearColor的颜色填充
          }

          textureLoaded = loadTextureFromPixels32( (GLuint*)ilGetData(), imgWidth, imgHeight, texWidth, texHeight );//根据图片像素创建纹理
        }

        ilDeleteImages( 1, &imgID );//从内存删除图片
      }

      if( !textureLoaded )
      {
        printf( "Unable to load %s ", path.c_str() );
      }

      return textureLoaded;
    }

    bool LTexture::loadTextureFromPixels32( GLuint* pixels, GLuint imgWidth, GLuint imgHeight, GLuint texWidth, GLuint texHeight )
    {
      freeTexture();

      mImageWidth = imgWidth;
      mImageHeight = imgHeight;
      mTextureWidth = texWidth;
      mTextureHeight = texHeight;

      glGenTextures( 1, &mTextureID );//生成纹理ID

      glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定

      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mTextureWidth, mTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels );//创建

      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

      glBindTexture( GL_TEXTURE_2D, NULL );//解除

      GLenum error = glGetError();
      if( error != GL_NO_ERROR )
      {
        printf( "Error loading texture from %p pixels! %s ", pixels, gluErrorString( error ) );
        return false;
      }

      return true;
    }

    void LTexture::freeTexture()
    {
      if( mTextureID != 0 )
      {
        glDeleteTextures( 1, &mTextureID );
        mTextureID = 0;
      }

      mImageWidth = 0;
      mImageHeight = 0;
      mTextureWidth = 0;
      mTextureHeight = 0;
    }

    void LTexture::render( GLfloat x, GLfloat y, LFRect* clip )
    {
      if( mTextureID != 0 )
      {  //下面是纹理坐标处理
        glLoadIdentity();//重置,移除之前的变换

        GLfloat texTop = 0.f;
        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 )
        {
          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;
        }

        glTranslatef( x, y, 0.f );

        glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定

        glBegin( GL_QUADS );//渲染
          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();
      }
    }

    GLuint LTexture::powerOfTwo( GLuint num )
    {
      if( num != 0 )
      {
        num--;
        num |= (num >> 1); //Or first 2 bits
        num |= (num >> 2); //Or next 2 bits
        num |= (num >> 4); //Or next 4 bits
        num |= (num >> 8); //Or next 8 bits
        num |= (num >> 16); //Or next 16 bits
        num++;
      }

      return num;
    }

    LUtil.cpp

    LTexture gNon2NTexture;

    bool initGL()
    {

      ...

      ilInit();//初始化DevIL
      iluInit();//初始化DevILU工具类
      ilClearColour( 255, 255, 255, 000 );

      ILenum ilError = ilGetError();
      if( ilError != IL_NO_ERROR )
      {
        printf( "Error initializing DevIL! %s ", iluErrorString( ilError ) );
        return false;
      }

      return true;
    }

    bool loadMedia()
    {
      if( !gNon2NTexture.loadTextureFromFile( "opengl.png" ) )
      {
        printf( "Unable to load non-power-of-two texture! " );
        return false;
      }

      return true;
    }

    void render()
    {
      glClear( GL_COLOR_BUFFER_BIT );

      gNon2NTexture.render( ( SCREEN_WIDTH - gNon2NTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gNon2NTexture.imageHeight() ) / 2.f );

      glutSwapBuffers();
    }

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  • 原文地址:https://www.cnblogs.com/yongfengnice/p/7891576.html
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