Opengl es 在opengl中以正确的比例渲染纹理
我试图在openGL es 2.0中渲染一个纹理,使其比例保持不变 我想我需要计算比率并改变平截头体的尺寸,这是正确的方法吗? 现在我用截头体-1,1渲染宽度和高度,这样纹理在没有屏幕大小时会被拉伸 我该如何渲染纹理,比如说宽度=400高度=800 这是我的代码:Opengl es 在opengl中以正确的比例渲染纹理,opengl-es,opengl-es-2.0,Opengl Es,Opengl Es 2.0,我试图在openGL es 2.0中渲染一个纹理,使其比例保持不变 我想我需要计算比率并改变平截头体的尺寸,这是正确的方法吗? 现在我用截头体-1,1渲染宽度和高度,这样纹理在没有屏幕大小时会被拉伸 我该如何渲染纹理,比如说宽度=400高度=800 这是我的代码: @Override public void onDrawFrame(GL10 glUnused) { GLES20.glClearColor(0.9f, 0.9f, 0.9f, .5f); GLES20.gl
@Override
public void onDrawFrame(GL10 glUnused) {
GLES20.glClearColor(0.9f, 0.9f, 0.9f, .5f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glEnable( GLES20.GL_BLEND );
GLES20.glBlendFunc( GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA );
Matrix.setIdentityM(mMMatrix, 0);
Matrix.rotateM(mMMatrix, 0, 270.0f, 0, 0, 1);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUseProgram(programTextured);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
sqTex.getVertexBuffer().position(sqTex.VERT_OFFSET);
GLES20.glVertexAttribPointer(
GLES20.glGetAttribLocation(programTextured, "aPosition"), 3,
GLES20.GL_FLOAT, false, 5 * 4, sqTex.getVertexBuffer());
GLES20.glEnableVertexAttribArray(GLES20.glGetAttribLocation(programTextured, "aPosition"));
sqTex.getVertexBuffer().position(sqTex.TEXT_OFFSET);
GLES20.glVertexAttribPointer(
GLES20.glGetAttribLocation(programTextured, "aTextureCoord"), 2,
GLES20.GL_FLOAT, false, 5 * 4, sqTex.getVertexBuffer());
GLES20.glEnableVertexAttribArray(GLES20.glGetAttribLocation(programTextured, "aTextureCoord"));
GLES20.glUniformMatrix4fv(
GLES20.glGetUniformLocation(programTextured, "uMVPMatrix"), 1, false,
mMVPMatrix, 0);
GLES20.glVertexAttrib4f(
GLES20.glGetAttribLocation(programTextured, "acolor"),
.6f,0.3f,0.9f,.5f);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, sqTex.getIndexBuffer());
GLES20.glDisableVertexAttribArray(GLES20.glGetAttribLocation(programTextured, "aTextureCoord"));
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
//flaot ratio2 = (float)height /
//Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3f, 17);
Matrix.frustumM(mProjMatrix, 0, -1, 1, -1, 1, 3, 17);
}
int mTextureID;
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
program = createProgram(mVertexShader, mFragmentShader);
programTextured = createProgram(mVertexShaderTextured, mFragmentShaderTextured);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
InputStream is = mContext.getResources()
.openRawResource(R.drawable.image0003);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch(IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
我会离开平截头体,而是使用比例: 您需要两个因素,首先是
screenRatio=screenWidth/screenHeight
,然后是imageRatio=imageWidth/imageHeight
现在,如果imageRatio
,则需要缩小其宽度:
if (imageWidth>imageHeight) scaleM(mMMatrix, 1/(imageWidth/imageHeight), 1, 1)
else scaleM(mMMatrix, 1/(imageHeight/imageWidth), 1, 1)
或者如果imageRatio>screenRatio
您需要将其高度缩小:
if (imageHeight>imageWidth) scaleM(mMMatrix, 1, 1/(imageHeight/imageWidth), 1)
else scaleM(mMMatrix, 1, 1/(imageWidth/imageHeight), 1)