基本上,我将一个像素的原始缓冲区渲染到纹理上,该纹理被包裹在四边形上。
我的GL启动代码:
void INITOGL(int xres, int yres){
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//gluOrtho2D(0, xres, 0, yres);
}
渲染循环代码:
void RenderCycle(){
register MSG msg = {0};
while(1){
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);//GL_LINEAR
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE/*GL_DECAL*/);
glTexImage2D( GL_TEXTURE_2D, 0, 3, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer);//viewport virtual size
glClear(GL_COLOR_BUFFER_B
IT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(0, 0, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 800, 0, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 800, 600, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f( 0, 600, 0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
SwapBuffers(hdc);
}
}
调整大小功能:
void ResizeViewport(int height, int width){
if(!height)height++;
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_PROJECTION);
glViewport(0,0,width,height);
//gluOrtho2D(0, width, 0, height);
glLoadIdentity();
}
使用for循环将保存RGB数据的缓冲区设置为红色,这是输出。
我是否不正确地设置了视口,没有正确缩放某些内容,或者我是否完全错过了某些内容?如果您需要更多信息,请询问。我已经给出了所有opengl双面代码,其余的不应该有所作为。从理论上讲,它应该在整个屏幕上呈现红色。