我有一个大小为320x320的方形图像,我从中创建了一个OpenGL纹理。我使用最基本的Vertext和Fragment着色器,我想在整个视图中显示纹理。视图(从许多OpenGL iOS示例中找到的UIView派生的EAGLView)的大小也是320x320。
问题是,图像绘制在左上角,仅覆盖整个视图的50%左右。它不包括100%的视图。我不知道为什么?
这是我的代码:
position = glGetAttribLocation(m_shaderProgram, "position");
inputTextureCoordinate = glGetAttribLocation(m_shaderProgram, "inputTextureCoordinate");
inputImageTexture = glGetUniformLocation(m_shaderProgram, "inputImageTexture");
static const GLfloat textureCoordinates[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
static const GLfloat imageVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
[EAGLContext setCurrentContext:context];
glViewport(0, 0, backingWidth, backingHeight); // These are 320, 320
glUseProgram(m_shaderProgram);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, sourceTextureID); // The texture is also of size 320x320
glUniform1i(inputImageTexture, 2);
glVertexAttribPointer(position, 2, GL_FLOAT, 0, 0, imageVertices);
glVertexAttribPointer(textureCoordinate, 2, GL_FLOAT, 0, 0, textureCoordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
Vertext Shader。
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
Fragment Shader。
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}
答案 0 :(得分:2)
所以问题是纹理的尺寸不是2的力量。所以我们需要相应地缩放textureCoordinates。插入以下行解决了问题...
GLfloat textureCoordinates[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
float nearest2sPower = 2;
if (nearest2sPower < backingWidth) {
while (nearest2sPower < backingWidth) {
nearest2sPower *= 2;
}
}
verticalFlipTextureCoordinates[2] = backingWidth/nearest2sPower;
verticalFlipTextureCoordinates[6] = backingWidth/nearest2sPower;
nearest2sPower = 2;
if (nearest2sPower < backingWidth) {
while (nearest2sPower < backingWidth) {
nearest2sPower *= 2;
}
}
verticalFlipTextureCoordinates[1] = backingHeight/nearest2sPower;
verticalFlipTextureCoordinates[3] = backingHeight/nearest2sPower;