How to load and display image in OpenGL ES for iphone

后端 未结 2 412
太阳男子
太阳男子 2021-02-06 00:16

I\'m a newbie and trying to display a sprite on my iPhone screen using OpenGL ES. I know its far simpler and easier to do it with cocos2d but now I\'m trying to code directly on

相关标签:
2条回答
  • 2021-02-06 00:28

    Here is some code to load a png from bundle:

    UIImage* image = [UIImage imageNamed:@"PictureName.png"];
    GLubyte* imageData = malloc(image.size.width * image.size.height * 4);
    CGContextRef imageContext = CGBitmapContextCreate(imageData, image.size.width, image.size.height, 8, image.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);
    CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, image.size.width, image.size.height), image.CGImage);
    CGContextRelease(imageContext); 
    

    Here is some code to create a texture with that image data.

    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.size.width, image.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    

    And an example of how to render this:

    glBindTexture(GL_TEXTURE_2D, texture);
    glVertexPointer(2, GL_FLOAT, 0, vertices);
    glNormalPointer(GL_FLOAT, 0, normals);
    glTexCoordPointer(2, GL_FLOAT, 0, textureCoords);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
    

    Here you need to find the values of vertices, normals and textureCoords that fit your needs.

    Update 1

    Remember to set the right states like this:

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

    If you use glOrthof (See below) to set a 2D projection in your app, you can use these values:

    GLfloat vertices[] = {
       -1.0, 1.0,
       1.0, 1.0,
       -1.0, -1.0,
       1.0, -1.0, }; 
    
    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 }; 
    
    GLfloat textureCoords[] = {
       0.0, 0.0,
       1.0, 0.0,
       0.0, 1.0,
       1.0, 1.0 };
    

    Update 2

    This is how I sat the projection mode when using the above code to render sprites:

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrthof(-5.0, 5.0, -7.5, 7.5, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity(); 
    

    And this is how i set my blending function. This allows for transparency in the png files:

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    0 讨论(0)
  • 2021-02-06 00:40

    I recommend looking at Apple's GLSprite example application. That's exactly what this application does.

    If you want to load PVRTC-compressed textures, look to their PVRTextureLoader example. I use code from this in a sample application I wrote for my iPhone class.

    0 讨论(0)
提交回复
热议问题