本文整理汇总了C++中GLES_RenderData::glDrawTexfOES方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glDrawTexfOES方法的具体用法?C++ GLES_RenderData::glDrawTexfOES怎么用?C++ GLES_RenderData::glDrawTexfOES使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLES_RenderData
的用法示例。
在下文中一共展示了GLES_RenderData::glDrawTexfOES方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
GLint cropRect[4];
int w, h;
SDL_Window *window = renderer->window;
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y;
cropRect[2] = srcrect->w;
cropRect[3] = srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexfOES(renderer->viewport.x + dstrect->x, renderer->viewport.y + dstrect->y, 0,
dstrect->w, dstrect->h);
} else {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexfOES(renderer->viewport.x + dstrect->x,
h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
dstrect->w, dstrect->h);
}
} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_FLOAT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
data->glDisable(GL_TEXTURE_2D);
return 0;
}