我需要能够拉伸我在整个2d或3d(脸部)形状上导入的图像纹理。它只会在形状的右上角渲染,并且重复 - 如果我启用GL_REPEAT,或者如果我启用GL_CLAMP,图像将从突出到边缘的边伸展。
这是我的代码:
#include "stdafx.h"
#include "glut.h"
#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
GLuint texture;
float xRotation = 0.0f;
void drawScene1 (void) {
//glRotatef(xRotation,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D, texture);
//glutSolidCube(1.0f);
glBegin(GL_POLYGON);
glTexCoord2d(0,1);
glVertex2d(-1.5,-1.5);
glTexCoord2d(1,1);
glVertex2d(1.0,-2.0);
glTexCoord2d(1,0);
glVertex2d(+1.5,+1.5);
glTexCoord2d(0,0);
glVertex2d(-1.5,+1.5);
glEnd();
}
void FreeTexture(GLuint texture) {
glDeleteTextures(1, &texture);
}
GLuint LoadTexture(const char * filename, int width, int height) {
GLuint texture;
unsigned char * data;
FILE * file;
file = fopen(filename, "rb");
if ( file == NULL ) return 0;
data = (unsigned char *)malloc(width * height * 3);
fread(data, width * height * 3, 1, file);
fclose(file);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
free(data);
return texture;
}
void init (void) {
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
//glLoadIdentity();
//gluOrtho2D(0,500,0,500);
//glClearDepth(1);
//glEnable (GL_DEPTH_TEST);
//glEnable (GL_LIGHTING);
//glEnable (GL_LIGHT0);
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
void display (void) {
glClearColor(0.05,0.05,0.1,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
texture = LoadTexture("img.raw", 256, 256);
drawScene1();
FreeTexture(texture);
glutSwapBuffers();
xRotation++;
}
int main (int argc, char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow("Virgin");
init();
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
答案 0 :(得分:5)
请决定:隐式纹理坐标生成:
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
或显式纹理坐标恳求:
glTexCoord(...)
隐式将覆盖显式。
void display (void) {
/*... */
texture = LoadTexture("img.raw", 256, 256);
drawScene1();
FreeTexture(texture);
/* ... */
}
不要为每个渲染帧加载和删除纹理。在启动时加载纹理,仅在渲染时绑定它们。
答案 1 :(得分:3)
删除以下行:
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
您已经通过glTexCoord2f()输入了纹理坐标,无需生成它们。