【发布时间】:2015-08-05 02:42:05
【问题描述】:
我正在尝试在正交投影中渲染 2D 纹理。
让我知道出了什么问题。
宽度和高度是 128,视图是 256px 宽和高,所以我希望纹理缩放 2 倍。
但我得到的只是:
代码:
@interface ModNesOpenGLView : NSOpenGLView {
@public
char *pixels;
int width;
int height;
int zoom;
}
- (void) drawRect: (NSRect) bounds;
- (void) free;
@end
@implementation ModNesOpenGLView
-(void) awakeFromNib {
self->pixels = malloc( self->width * self->height * 3 );
memset( (void *)self->pixels, 0, self->width * self->height * 3 );
for( int y=0; y<self->height; ++y )
{
for( int x=0; x<self->width; ++x )
{
char r=0,g=0,b=0;
switch( y%3 ) {
case 0: r=0xFF; break;
case 1: g=0xFF; break;
case 2: b=0xFF; break;
}
[self setPixel_x:x y:y r:r g:g b:b];
}
}
}
-(void) setPixel_x:(int)x y:(int)y r:(char)r g:(char)g b:(char)b
{
self->pixels[ ( y * self->width + x ) * 3 ] = r;
self->pixels[ ( y * self->width + x ) * 3 + 1 ] = g;
self->pixels[ ( y * self->width + x ) * 3 + 2 ] = b;
}
-(void) drawRect: (NSRect) bounds
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT );
glTexImage2D( GL_TEXTURE_2D, 0, 3, self->width, self->height, 0,GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) self->pixels );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glEnable(GL_TEXTURE_2D);
// glTexSubImage2D(GL_TEXTURE_2D, 0 ,0, 0, self->width, self->height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) self->pixels );
glBegin( GL_QUADS );
glTexCoord2d(0.0, 0.0); glVertex2d(0.0, 0.0);
glTexCoord2d(1.0, 0.0); glVertex2d(self->width, 0.0);
glTexCoord2d(1.0, 1.0); glVertex2d(self->width, self->height);
glTexCoord2d(0.0, 1.0); glVertex2d(0.0, self->height);
glEnd();
glFlush();
}
- (void)prepareOpenGL
{
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
}
(^ 代码向下滚动)
我意识到我遗漏了有关投影矩阵和正交投影初始化的所有部分。
我添加了它:
- (void)prepareOpenGL
{
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, self->width, self->height);
}
然后我得到这个:
我很困惑。
我从这里获得代码:code example
【问题讨论】:
标签: objective-c macos cocoa opengl