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c++ - OpenGL 试图用纹理拉伸(stretch)四边形但拉伸(stretch)三角形?

转载 作者:太空宇宙 更新时间:2023-11-04 13:49:43 27 4
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我编写了代码来 reshape 已纹理化的四边形。当我拉伸(stretch)四边形时,图像确实按照我的预期拉伸(stretch)了。我似乎在拉伸(stretch)图像时有两个不同的三角形,图像被拉伸(stretch)到一个四边形上。左上角的像素拉伸(stretch)在一起,但不会影响右下角的像素。反之亦然。有没有我应该设置为横跨整个四边形的设置。

这是一张图片:

enter image description here

要运行我的代码,您可以使用箭头键移动角。按空格键切换正在控制的角。

我的代码

// textureMapping.cpp
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>

#include <opencv2/core/core.hpp>
#include <opencv2/highgui/highgui.hpp>


static GLuint texName;
int mode = 0;
double tol = 0.2f;

double xLoc = 0.0;
double yLoc = 0.0;

double xLocLL = 0.0;
double yLocLL = 0.0;

double xLocUL = 0.0;
double yLocUL = 0.0;

double xLocLR = 0.0;
double yLocLR = 0.0;

double xLocUR = 0.0;
double yLocUR = 0.0;

void init(void)
{

cv::Mat image = cv::imread("lena.tiff");
//cv::Mat flipped;
//cv::flip(image, flipped, 0);
//image = flipped;
if(image.empty()){
std::cout << "image empty" << std::endl;
}else{
cv::flip(image, image, 0);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

// Set texture clamping method
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);


glTexImage2D(GL_TEXTURE_2D, // Type of texture
0, // Pyramid level (for mip-mapping) - 0 is the top level
GL_RGB, // Internal colour format to convert to
image.cols, // Image width i.e. 640 for Kinect in standard mode
image.rows, // Image height i.e. 480 for Kinect in standard mode
0, // Border width in pixels (can either be 1 or 0)
GL_BGR, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
GL_UNSIGNED_BYTE, // Image data type
image.ptr()); // The actual image data itself

glGenerateMipmap(GL_TEXTURE_2D);
}
}

void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0+xLoc+xLocLL, -1.0+yLoc+yLocLL, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0+xLoc+xLocUL, 1.0+yLoc+yLocUL, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0+xLoc+xLocUR, 1.0+yLoc+yLocUR, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0+xLoc+xLocLR, -1.0+yLoc+yLocLR, 0.0);
//glTexCoord2f(0.0, 0.0); glVertex3f(-1.0+xLoc, -1.0+yLoc, 0.0);
//glTexCoord2f(0.0, 1.0); glVertex3f(-1.0+xLoc, 1.0+yLoc, 0.0);
//glTexCoord2f(1.0, 1.0); glVertex3f(1.0+xLoc, 1.0+yLoc, 0.0);
//glTexCoord2f(1.0, 0.0); glVertex3f(1.0+xLoc, -1.0+yLoc, 0.0);
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}

void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}

void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
case 32:
mode += 1;
if (mode == 5)
{
mode = 0;
}
break;
default:
break;
}
}

void processSpecialKeys(int key, int x, int y) {

switch(key) {
case GLUT_KEY_LEFT:
switch(mode)
{
case 0:
xLoc -= tol;
break;
case 1:
xLocLL -= tol;
break;
case 2:
xLocUL -= tol;
break;
case 3:
xLocUR -= tol;
break;
case 4:
xLocLR -= tol;
break;
}
break;
case GLUT_KEY_RIGHT:
switch(mode)
{
case 0:
xLoc += tol;
break;
case 1:
xLocLL += tol;
break;
case 2:
xLocUL += tol;
break;
case 3:
xLocUR += tol;
break;
case 4:
xLocLR += tol;
break;
}
break;
case GLUT_KEY_DOWN:
switch(mode)
{
case 0:
yLoc -= tol;
break;
case 1:
yLocLL -= tol;
break;
case 2:
yLocUL -= tol;
break;
case 3:
yLocUR -= tol;
break;
case 4:
yLocLR -= tol;
break;
}
break;
case GLUT_KEY_UP:
switch(mode)
{
case 0:
yLoc += tol;
break;
case 1:
yLocLL += tol;
break;
case 2:
yLocUL += tol;
break;
case 3:
yLocUR += tol;
break;
case 4:
yLocLR += tol;
break;
}
break;
}
}


int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(display);
glutKeyboardFunc(keyboard);
glutSpecialFunc(processSpecialKeys);

glutMainLoop();
return 0;
}

生成文件

textureMapping: textureMapping.cpp
g++ -o textureMapping textureMapping.cpp -L/usr/local/lib -I/usr/local/include -lopencv_core -lopencv_highgui -framework GLUT -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo

最佳答案

不,这是正确的行为。 GL 规范(3.0 之前)允许将四边形绘制为成对的三角形,这就是您所看到的。 Quads 在 3.0 中完全从规范中删除。

如果您希望它看起来像一个带透视的四边形,那么您实际上需要提供 3d 坐标。

如果您希望 OpenGL 猜测应该应用什么透视变换来使矩形弯曲成您正在插入的 2d 形状,那么您就错了。这是一个高度特定于应用程序的功能。你应该查一下单应性。

关于c++ - OpenGL 试图用纹理拉伸(stretch)四边形但拉伸(stretch)三角形?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23981289/

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