Explain how OpenGL ES background images work

北慕城南 提交于 2019-12-06 12:31:01

you need to render an image (dimensions need to be powers of 2) to opengl.

you can either place the image in your 3d world so that it appears to be background (I do this because my camera angle is fixed.) or you can push some matrices to make use of glOrthof before drawing the images and pop the matrices off after.

Here is some code to help you with the image draw to opengl

glPushMatrix();

glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

UIImage *image = [UIImage imageNamed:@"map1.jpg"];
if (image == nil)
    NSLog(@"Do real error checking here");

GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);

CGContextRelease(context);

free(imageData);
[image release];

static const GLfloat texCoords[] = {
    0.0, 1.0,
    1.0, 1.0,
    0.0, 0.0,
    1.0, 0.0
};

glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);   


glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

static const GLfloat vertices[] = {
    -1.0,  1.0, -0.0,
    1.0,  1.0, -0.0,
    -1.0, -1.0, -0.0,
    1.0, -1.0, -0.0
};
static const GLfloat normals[] = {
    0.0, 0.0, 1.0,
    0.0, 0.0, 1.0,
    0.0, 0.0, 1.0,
    0.0, 0.0, 1.0
};

glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

glPopMatrix();

I recommend you to read this articles from the very beginning link if you want to understand the basics of OpenGL ES 1.1 . There are also lots of sample projects provided.

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