C# OpenGL 绘制拉伸的二维纹理(不调整大小!)
C# OpenGL Draw Stretched 2D texture (not resize!)
我正在尝试从这样的纹理中绘制一个按钮:
并通过这种方式做到这一点:
//sWidth, sHeight - stretched size.
Size mySize = TheSprite.MyTexture.TextureSize;
OpenGL.glBindTexture(OpenGL.TextureTarget.Texture2D, TheSprite.MyTexture.MyTextureID);
OpenGL.glBegin(OpenGL.BeginMode.Quads);
double x = (double)TheDestination.Left;
double y = (double)TheDestination.Top;
double s = (double)(TheSprite.MyLocation.Left + TheSource.Left) / (double)mySize.Width + sWidth;
double t = (double)(TheSprite.MyLocation.Top + TheSource.Top) / (double)mySize.Height + sHeight;
double x2 = (double)TheDestination.Right + sWidth;
double s2 = (double)(TheSprite.MyLocation.Left + TheSource.Right) / (double)mySize.Width + sWidth;
double y2 = (double)TheDestination.Bottom + sHeight;
double t2 = (double)(TheSprite.MyLocation.Top + TheSource.Bottom) / (double)mySize.Height + sHeight;
OpenGL.glColor4(TheModulation);
OpenGL.glTexCoord2d(s, t2);
OpenGL.glVertex2d(x, y2);
OpenGL.glTexCoord2d(s, t);
OpenGL.glVertex2d(x, y);
OpenGL.glTexCoord2d(s2, t);
OpenGL.glVertex2d(x2, y);
OpenGL.glTexCoord2d(s2, t2);
OpenGL.glVertex2d(x2, y2);
OpenGL.glEnd();
但就我而言,它看起来像这样:
而不是像这样的东西(相同的纹理):
在我的情况下,我应该如何绘制它来拉伸,而不是调整大小?
在此代码中
OpenGL.glTexCoord2d(s, t2);
OpenGL.glVertex2d(x, y2);
OpenGL.glTexCoord2d(s, t);
OpenGL.glVertex2d(x, y);
OpenGL.glTexCoord2d(s2, t);
OpenGL.glVertex2d(x2, y);
OpenGL.glTexCoord2d(s2, t2);
OpenGL.glVertex2d(x2, y2);
您正在将纹理的角映射到按钮的角,如下所示:
由于您的纹理是正方形而按钮是矩形,纹理被水平拉伸以适应按钮的宽度。
如果你不希望黄色框在按钮的两侧被水平拉伸,你需要在映射纹理时使用额外的点,以便只水平拉伸它的中间部分(点 2-3-6-7 ).像这样:
我正在尝试从这样的纹理中绘制一个按钮:
//sWidth, sHeight - stretched size.
Size mySize = TheSprite.MyTexture.TextureSize;
OpenGL.glBindTexture(OpenGL.TextureTarget.Texture2D, TheSprite.MyTexture.MyTextureID);
OpenGL.glBegin(OpenGL.BeginMode.Quads);
double x = (double)TheDestination.Left;
double y = (double)TheDestination.Top;
double s = (double)(TheSprite.MyLocation.Left + TheSource.Left) / (double)mySize.Width + sWidth;
double t = (double)(TheSprite.MyLocation.Top + TheSource.Top) / (double)mySize.Height + sHeight;
double x2 = (double)TheDestination.Right + sWidth;
double s2 = (double)(TheSprite.MyLocation.Left + TheSource.Right) / (double)mySize.Width + sWidth;
double y2 = (double)TheDestination.Bottom + sHeight;
double t2 = (double)(TheSprite.MyLocation.Top + TheSource.Bottom) / (double)mySize.Height + sHeight;
OpenGL.glColor4(TheModulation);
OpenGL.glTexCoord2d(s, t2);
OpenGL.glVertex2d(x, y2);
OpenGL.glTexCoord2d(s, t);
OpenGL.glVertex2d(x, y);
OpenGL.glTexCoord2d(s2, t);
OpenGL.glVertex2d(x2, y);
OpenGL.glTexCoord2d(s2, t2);
OpenGL.glVertex2d(x2, y2);
OpenGL.glEnd();
但就我而言,它看起来像这样:
而不是像这样的东西(相同的纹理):
在我的情况下,我应该如何绘制它来拉伸,而不是调整大小?
在此代码中
OpenGL.glTexCoord2d(s, t2);
OpenGL.glVertex2d(x, y2);
OpenGL.glTexCoord2d(s, t);
OpenGL.glVertex2d(x, y);
OpenGL.glTexCoord2d(s2, t);
OpenGL.glVertex2d(x2, y);
OpenGL.glTexCoord2d(s2, t2);
OpenGL.glVertex2d(x2, y2);
您正在将纹理的角映射到按钮的角,如下所示:
由于您的纹理是正方形而按钮是矩形,纹理被水平拉伸以适应按钮的宽度。 如果你不希望黄色框在按钮的两侧被水平拉伸,你需要在映射纹理时使用额外的点,以便只水平拉伸它的中间部分(点 2-3-6-7 ).像这样: