在之前成功绘制变色的几何图形之后,今天利用Openg ES的可编程管线绘制出第一张纹理。学校时候不知道OpenGL的重要性,怕晦涩的语法,没有跟老师学习OpenGL的环境配置,如今只能利用cocos2dx 2.2.3 配置好的环境学习OpenGL ES。源代码来自《cocos2d-x高级开发教程》,注释是本人的。
void HelloWorld::draw()
{
//opengl世界坐标轴的读取和绘制默认是逆时针顺序
static GLfloat vertext[] = {
0.0f,0.0f,0.0f,
480.0f,0.0f,0.0f,
0.0f,320.0f,0.0f,
480.0f,320.0f,0.0f
};
//但是纹理的读取则是顺时针,因为EG是用三角形
static GLfloat coord[] = {
0.0f,1.0f,
1.0f,1.0f,
0.0f,0.0f,
1.0f,0.0f
};
static GLfloat colors[] = {
1.0f,1.0f,1.0f,1.0f,
1.0f,1.0f,1.0f,1.0f,
1.0f,1.0f,1.0f,1.0f,
1.0f,1.0f,1.0f,1.0f,
};
//初始化纹理,即将纹理映射至openGL ES的世界坐标系中
static CCTexture2D * texture2d = CCTextureCache::sharedTextureCache()->addImage("HelloWorld.png");
coord[2] = coord[6] = texture2d->getMaxS();
coord[1] = coord[3] = texture2d->getMaxT();
//设置着色器
//开启着色器,坐标、颜色、纹理
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
//目前没看懂具体执行了的use()操作,启用可编程管线??
texture2d->getShaderProgram()->use();
//在2.2.3中setUniformsForBuiltins 替换掉 setUniformForModelViewPorjectionMatrix(),
//设置统一属性,即M模型、V视图、P投影,完成从Opengl的世界坐标到屏幕坐标的映射
texture2d->getShaderProgram()->setUniformsForBuiltins();
//绑定纹理,texture2d->getName() 纹理在内存或显存中存储的下标(应该是下标,我没看纹理加载,还不了解GPU和CPU的通信)
glBindTexture(GL_TEXTURE_2D,texture2d->getName());
//设置顶点,每个顶点向量维数为3,数据类型为GL_FLOAT,不归一化(真实物理坐标不能归一化),两个个顶点间的偏移量为0,
glVertexAttribPointer(kCCVertexAttrib_Position,3,GL_FLOAT,GL_FALSE,0,vertext);
glVertexAttribPointer(kCCVertexAttrib_TexCoords,2,GL_FLOAT,GL_FALSE,0,coord);
glVertexAttribPointer(kCCVertexAttrib_Color,4,GL_FLOAT,GL_FALSE,0,colors);
//绘图,从下标0开始,有4个顶点
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
}原文:http://blog.csdn.net/jingzhewangzi/article/details/39649283