LFRect.h//定义一个结构体,表示裁剪的区域
#ifndef LFRECT_H
#define LFRECT_H
#include "LOpenGL.h"
struct LFRect
{
GLfloat x;//x
GLfloat y;//y
GLfloat w;//宽
GLfloat h;//高
};
#endif
LTexture.h
void render( GLfloat x, GLfloat y, LFRect* clip = NULL );//渲染方法添加第三个参数,给它一个NULL的默认值
LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip )
{
if( mTextureID != 0 )
{
glLoadIdentity();//重置之前的所以变换操作
GLfloat texTop = 0.f;//下面四句是纹理的坐标,水平方向0~1表示从左到右,竖直方向0~1表示从上到下
GLfloat texBottom = 1.f;
GLfloat texLeft = 0.f;
GLfloat texRight = 1.f;
GLfloat quadWidth = mTextureWidth;//四边形的宽
GLfloat quadHeight = mTextureHeight;//高
if( clip != NULL )
{
//纠正纹理坐标,纹理坐标取值0~1的,需要转为对应的比例值
texLeft = clip->x / mTextureWidth;
texRight = ( clip->x + clip->w ) / mTextureWidth;
texTop = clip->y / mTextureHeight;
texBottom = ( clip->y + clip->h ) / mTextureHeight;
//纠正四边形的宽高
quadWidth = clip->w;
quadHeight = clip->h;
}
glTranslatef( x, y, 0.f );//移动
glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定纹理ID
glBegin( GL_QUADS );//绘制
glTexCoord2f( texLeft, texTop ); glVertex2f( 0.f, 0.f );
glTexCoord2f( texRight, texTop ); glVertex2f( quadWidth, 0.f );
glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth, quadHeight );
glTexCoord2f( texLeft, texBottom ); glVertex2f( 0.f, quadHeight );
glEnd();
}
}
LUtil.cpp
LTexture gArrowTexture;
LFRect gArrowClips[ 4 ];//定义四个裁剪区域,打算裁剪四个角
bool loadMedia()
{
gArrowClips[ 0 ].x = 0.f;//左上角
gArrowClips[ 0 ].y = 0.f;
gArrowClips[ 0 ].w = 128.f;
gArrowClips[ 0 ].h = 128.f;
gArrowClips[ 1 ].x = 128.f;//右上角
gArrowClips[ 1 ].y = 0.f;
gArrowClips[ 1 ].w = 128.f;
gArrowClips[ 1 ].h = 128.f;
gArrowClips[ 2 ].x = 0.f;//左下角
gArrowClips[ 2 ].y = 128.f;
gArrowClips[ 2 ].w = 128.f;
gArrowClips[ 2 ].h = 128.f;
gArrowClips[ 3 ].x = 128.f;//右下角
gArrowClips[ 3 ].y = 128.f;
gArrowClips[ 3 ].w = 128.f;
gArrowClips[ 3 ].h = 128.f;
if( !gArrowTexture.loadTextureFromFile( "arrows.png" ) )
{
printf( "Unable to load arrow texture!\n" );
return false;
}
return true;
}
void render()
{
glClear( GL_COLOR_BUFFER_BIT );
gArrowTexture.render( 0.f, 0.f, &gArrowClips[ 0 ] );//绘制左上角
gArrowTexture.render( SCREEN_WIDTH - gArrowClips[ 1 ].w, 0.f, &gArrowClips[ 1 ] );//绘制右上角
gArrowTexture.render( 0.f, SCREEN_HEIGHT - gArrowClips[ 2 ].h, &gArrowClips[ 2 ] );//绘制左下角
gArrowTexture.render( SCREEN_WIDTH - gArrowClips[ 3 ].w, SCREEN_HEIGHT - gArrowClips[ 3 ].h, &gArrowClips[ 3 ] );//绘制右下角
glutSwapBuffers();//更新屏幕
}