C#OpenGL Draw拉伸2D纹理(不调整大小!)

时间:2017-11-18 22:27:00

标签: c# opengl draw texture2d

我想从这样的纹理中绘制一个按钮: enter image description here 并通过这种方式做到这一点:

    //sWidth, sHeight - stretched size.
    Size mySize = TheSprite.MyTexture.TextureSize;
    OpenGL.glBindTexture(OpenGL.TextureTarget.Texture2D, TheSprite.MyTexture.MyTextureID);
    OpenGL.glBegin(OpenGL.BeginMode.Quads);
    double x = (double)TheDestination.Left;
    double y = (double)TheDestination.Top;
    double s = (double)(TheSprite.MyLocation.Left + TheSource.Left) / (double)mySize.Width + sWidth;
    double t = (double)(TheSprite.MyLocation.Top + TheSource.Top) / (double)mySize.Height + sHeight;
    double x2 = (double)TheDestination.Right + sWidth;
    double s2 = (double)(TheSprite.MyLocation.Left + TheSource.Right) / (double)mySize.Width + sWidth;
    double y2 = (double)TheDestination.Bottom + sHeight;
    double t2 = (double)(TheSprite.MyLocation.Top + TheSource.Bottom) / (double)mySize.Height + sHeight;

    OpenGL.glColor4(TheModulation);

    OpenGL.glTexCoord2d(s, t2);
    OpenGL.glVertex2d(x, y2);
    OpenGL.glTexCoord2d(s, t);
    OpenGL.glVertex2d(x, y);
    OpenGL.glTexCoord2d(s2, t);
    OpenGL.glVertex2d(x2, y);
    OpenGL.glTexCoord2d(s2, t2);
    OpenGL.glVertex2d(x2, y2);
    OpenGL.glEnd();

但就我而言,它看起来像那样: enter image description here

而不是像这样的东西(相同的纹理): enter image description here

我应该如何绘制它以使其拉伸,而不是在我的情况下重新调整大小?

1 个答案:

答案 0 :(得分:3)

在此代码中

OpenGL.glTexCoord2d(s, t2);
OpenGL.glVertex2d(x, y2);
OpenGL.glTexCoord2d(s, t);
OpenGL.glVertex2d(x, y);
OpenGL.glTexCoord2d(s2, t);
OpenGL.glVertex2d(x2, y);
OpenGL.glTexCoord2d(s2, t2);
OpenGL.glVertex2d(x2, y2);

您将纹理的边角映射到按钮的角落,如下所示:

enter image description here

enter image description here

由于纹理是方形且按钮是矩形,因此纹理会水平拉伸以适合按钮的宽度。 如果您不希望黄色框架在按钮的两侧水平拉伸,则在绘制纹理时需要使用额外的点,以便仅水平拉伸它的中间部分(点2-3-6) -7)。像这样:

enter image description here

enter image description here