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c++ - OpenGL - 纹理四边形裁剪和奇怪的拉伸(stretch)

转载 作者:搜寻专家 更新时间:2023-10-31 01:24:28 25 4
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我目前正在我的计算机上创建一些像素数据并将其发送到 OpenGL 中的纹理中。我正在写入的导出缓冲区非常好,但是在四边形上渲染为纹理的相同缓冲区却奇怪地扭曲了。我已经更正了 UV,检查了纹理设置,但似乎一切正常。

OpenGL 预览位于右侧。左侧是存储为 RGB 组件的原始缓冲区数据的预览(我使用 rawpixels.net 进行预览)。这与我发送到纹理的数据相同。 Preview

int width = 400;
int height = 300;

int main() {
glfwInit();
glewInit();

GLFWwindow* win = glfwCreateWindow(width, height, "", NULL, NULL);
glfwMakeContextCurrent(win);
glfwSetWindowAttrib(win, GLFW_RESIZABLE, 0);

unsigned int tex;
rgb* canvas = new rgb[width * height];

graphics g(width, height, canvas);
g.drawLine(vec2(0, 0), vec2(100, 300), 10, rgb(100, 100, 255));

float x1 = 255.0 / width;
float x2 = 255.0 / height;

for (int i = 0; i < width; ++i) {
for (int j = 0; j < height; ++j) {
g.pixel(i, j, rgb(i * x1, j * x1, 255));
}
}

g.drawLine(vec2(0, 0), vec2(100, 300), 10, rgb(255, 50, 20));

g.saveBuffer("./res/frame.raw");

glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_RECTANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, canvas);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);

glEnable(GL_TEXTURE_RECTANGLE);

while (!glfwWindowShouldClose(win)) {
glfwPollEvents();

glBegin(GL_QUADS);

glTexCoord2i(0, 0);
glVertex2i(-1, 1);

glTexCoord2i(0, width);
glVertex2i(-1, -1);

glTexCoord2i(height, width);
glVertex2i(1, -1);

glTexCoord2i(height,0 );
glVertex2i(1, 1);

glEnd();

glfwSwapBuffers(win);
}

glDeleteTextures(1, &tex);

return 0;
}

rgb 只是一个包含 R、G 和 B 组件的结构,存储为无符号字节。graphics 是我创建的类的一个对象。它包含一些将数据写入 Canvas 的方法。

最佳答案

你的 glTexCoord2i 有问题 - x 和 y 被交换了

        glTexCoord2i(height, width); // must be glTexCoord2i(width, height)
// ^=======^

这里是固定的:

int width = 400;
int height = 300;

int main() {
glfwInit();
glewInit();

GLFWwindow* win = glfwCreateWindow(width, height, "", NULL, NULL);
glfwMakeContextCurrent(win);
glfwSetWindowAttrib(win, GLFW_RESIZABLE, 0);

unsigned int tex;
rgb* canvas = new rgb[width * height];

graphics g(width, height, canvas);
g.drawLine(vec2(0, 0), vec2(100, 300), 10, rgb(100, 100, 255));

float x1 = 255.0 / width;
float x2 = 255.0 / height;

for (int i = 0; i < width; ++i) {
for (int j = 0; j < height; ++j) {
g.pixel(i, j, rgb(i * x1, j * x1, 255));
}
}

g.drawLine(vec2(0, 0), vec2(100, 300), 10, rgb(255, 50, 20));

g.saveBuffer("./res/frame.raw");

glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_RECTANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, canvas);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);

glEnable(GL_TEXTURE_RECTANGLE);

while (!glfwWindowShouldClose(win)) {
glfwPollEvents();

glBegin(GL_QUADS);

glTexCoord2i(0, 0);
glVertex2i(-1, 1);

glTexCoord2i(0, height);
glVertex2i(-1, -1);

glTexCoord2i(width, height);
glVertex2i(1, -1);

glTexCoord2i(width,0 );
glVertex2i(1, 1);

glEnd();

glfwSwapBuffers(win);
}

glDeleteTextures(1, &tex);

return 0;
}

关于c++ - OpenGL - 纹理四边形裁剪和奇怪的拉伸(stretch),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58130079/

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