四元组不包含在OpenGL ES 2.0中,因为它们在1.1中。使用OpenGL ES 2.0提供的可编程管道,如何将纹理(最初是一个png文件)绘制成4个定义的点?
我需要VBO吗?我是否需要计算透视矩阵?所有这些对我来说都很混乱......使用的平台就是iPhone。
答案 0 :(得分:9)
我找到了答案。即使对于这样一个简单的任务,也必须使用透视矩阵和着色器。 This answer帮助我做到了。
以下是我使用的代码,this book的函数es*()
:
// generate an orthographic matrix
esMatrixLoadIdentity( &projectionMatrix );
esOrtho(&projectionMatrix, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
// generate a model view
esMatrixLoadIdentity(&modelviewMatrix);
// compute the final MVP
esMatrixMultiply(&modelviewProjectionMatrix, &modelviewMatrix, &projectionMatrix);
// setting up the viewport
glViewport(0, 0, width, height);
// binding
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
glClearColor(0, 0, 0, 0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable(GL_TEXTURE_2D);
glActiveTexture(0);
glBindTexture(GL_TEXTURE_2D, videoTexture);
// setting up shader
useProgram(projectionProgram);
// updating uniform values
GLint uMVPIndex = indexUniform(projectionProgram, "mvpMatrix");
GLint uTextureIndex = indexUniform(projectionProgram, "textureImg");
glUniformMatrix4fv( uMVPIndex, 1, GL_FALSE, (GLfloat*) &modelviewProjectionMatrix.m[0][0] );
glUniform1i(uTextureIndex, 0);
// updating attribute values
GLint aPositionIndex = indexAttribute(projectionProgram, "position");
GLint aTextureIndex = indexAttribute(projectionProgram, "inputTextureCoordinate");
// drawing quad
static int strideVertex = 2*sizeof(GLfloat); // 2D position
static int strideTexture = 2*sizeof(GLfloat); // 2D texture coordinates
// beginning of arrays
const GLvoid* vertices = (const GLvoid*) &screenVertices[0];
const GLvoid* textures = (const GLvoid*) &texCoordsFullScreen [0];
// enabling vertex arrays
glVertexAttribPointer(aPositionIndex, 2, GL_FLOAT, GL_FALSE, strideVertex, vertices);
glEnableVertexAttribArray(aPositionIndex);
glVertexAttribPointer(aTextureIndex, 2, GL_FLOAT, GL_FALSE, strideTexture, textures);
glEnableVertexAttribArray(aTextureIndex);
// drawing
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// resetting matrices
esMatrixLoadIdentity(&projectionMatrix);
esMatrixLoadIdentity(&modelviewMatrix);
esMatrixLoadIdentity(&modelviewProjectionMatrix);
// resetting shader
releaseProgram(projectionProgram);
// unbinding texture
glBindTexture(GL_TEXTURE_2D, 0);
答案 1 :(得分:2)
而不是顶点为1,2,3,4的四边形,而是分别绘制两个三角形,分别为顶点1,2,4和4,2,3。
答案 2 :(得分:1)