[英]OpenGL - Easiest way to draw a square with a texture
Usually I draw a square with a texture like this: 通常我会绘制一个具有如下纹理的正方形:
Isn't there an easiest way without having a EBO array? 没有EBO阵列不是最简单的方法吗?
Because it is not very handy to use... If I want to use like this: 因为使用起来不是很方便...如果我想这样使用:
VAO = [-0.8f, 0.5f, 0.0f, ...] VAO = [-0.8f,0.5f,0.0f,...]
EBO = [0, 1, 3, 1, 2, 3, ...] EBO = [0,1,3,1,2,3,...]
Then I need to remove a square from my VAO... then I also need to remove the indices from my EBO array and re-arrange it. 然后,我需要从我的VAO中删除一个正方形...然后,我还需要从我的EBO数组中删除索引,然后重新排列它。 Is there a better way to do this? 有一个更好的方法吗?
If you really only want to draw a square with a texture on it, you should consider make a new empty VAO, and just call glDrawArrays(GL_TRIANGLE_STRIP, 0,3);
如果您真的只想绘制一个带有纹理的正方形,则应考虑制作一个新的空VAO,然后调用glDrawArrays(GL_TRIANGLE_STRIP, 0,3);
The vertex shader then looks like this: 顶点着色器如下所示:
out vec2 mapping;
void main()
{
float size = 1.0f;
vec2 offset;
switch(gl_VertexID)
{
case 0:
//Bottom-left
mapping = vec2(0.0f, 0.0f);
offset = vec2(-size, -size);
break;
case 1:
//Top-left
mapping = vec2(0.0f, 1.0f);
offset = vec2(-size, size);
break;
case 2:
//Bottom-right
mapping = vec2(1.0, 0.0);
offset = vec2(size, -size);
break;
case 3:
//Top-right
mapping = vec2(1.0, 1.0);
offset = vec2(size, size);
break;
}
gl_Position = vec4(offset, 0.0f, 1.0f);
}
The mapping variable tells the fragmentshader what the texture coordinates are. 映射变量告诉fragmenthader纹理坐标是什么。
Isn't there an easiest way without having a EBO array? 没有EBO阵列不是最简单的方法吗?
Duplicate your vertices & use glDrawArrays()
. 复制您的顶点并使用glDrawArrays()
。
You can use DrawArray to plot the indices. 您可以使用DrawArray绘制索引。
Something like this: 像这样:
Vertex2D* vertex = (Vertex2D*) vbo->lock();
vertex[0].x = x[0]; vertex[0].y = y[0]; vertex[0].u = u[0]; vertex[0].v = v[0]; vertex[0].color = color;
vertex[1].x = x[0]; vertex[1].y = y[1]; vertex[1].u = u[0]; vertex[1].v = v[1]; vertex[1].color = color;
vertex[2].x = x[1]; vertex[2].y = y[1]; vertex[2].u = u[1]; vertex[2].v = v[1]; vertex[2].color = color;
vertex[3].x = x[1]; vertex[3].y = y[0]; vertex[3].u = u[1]; vertex[3].v = v[0]; vertex[3].color = color;
vbo->unlock();
shader->bind();
vbo->bind();
vao->bind();
tex->bind();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
tex->unbind();
vao->unbind();
vbo->unbind();
shader->unbind();
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