大概看过nehe的texture mapping代码之后,发现都是将一个纹理图片,按坐标映射的方式,来对应到点。
所以下面这段代码,对于了解这种映射方式的朋友来说,应该很好理解。
package com.kyugao.screen;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
public class TextureMapping implements Screen {
private Mesh squareMesh;
private PerspectiveCamera camera;
private Texture texture;
private float rquad = 0;
@Override
public void render(float delta) {
camera.update();
camera.apply(Gdx.graphics.getGL10());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
drawGLScene();
rquad += 20f * delta; // 每秒钟转20度,计算在每一次render的时间差里,要转的角度。比如0.5秒,那就应该转10度。
rquad %= 360;
}
private boolean drawGLScene() {
Gdx.gl10.glLoadIdentity();
Gdx.gl10.glTranslatef(0.0f, 0.0f, -7.0f);
Gdx.gl10.glRotatef(rquad, 1.0f, 1.0f, 1.0f);
Gdx.gl10.glTranslatef(0.0f, 0.0f, 7.0f);
texture.bind();
for (int i = 0; i < squareMesh.getMaxVertices() / 4; i++) {
squareMesh.render(GL10.GL_TRIANGLE_FAN, i * 4, 4); // 正方形的6个面分别画出.
}
return true;
}
@Override
public void show() {
squareMesh = new Mesh(true, 24, 24, new VertexAttribute(Usage.Position,
3, "b_position"), new VertexAttribute(Usage.TextureCoordinates,
2, "b_texture"));
squareMesh.setVertices(new float[] {
// Front face:
-1f, 1.0f, -6.0f, 0f, 0f, // TL
-1f, -1.0f, -6.0f, 0f, 1f, // BL
1f, -1.0f, -6.0f, 1f, 1f, // BR
1f, 1.0f, -6.0f, 1f, 0f, // TR
// Top face:
-1f, 1.0f, -8.0f, 0f, 0f, // LR
-1f, 1.0f, -6.0f, 0f, 1f, // LN
1f, 1.0f, -6.0f, 1f, 1f, // RN
1f, 1.0f, -8.0f, 1f, 0f, // RR
// Rear face
1f, 1.0f, -8.0f, 0f, 0f, // TR
1f, -1.0f, -8.0f, 0f, 1f, // BR
-1f, -1.0f, -8.0f, 1f, 1f, // BL
-1f, 1.0f, -8.0f, 1f, 0f, // TL
// Bottom face
-1f, -1.0f, -6.0f, 0f, 0f, // LN
1f, -1.0f, -6.0f, 0f, 1f,// RN
1f, -1.0f, -8.0f, 1f, 1f, // RR
-1f, -1.0f, -8.0f, 1f, 0f, // LR
// Left face
-1f, 1.0f, -8.0f, 0f, 0f, // TR
-1f, 1.0f, -6.0f, 0f, 1f, // TN
-1f, -1.0f, -6.0f, 1f, 1f, // BN
-1f, -1.0f, -8.0f, 1f, 0f, // BR
// Right face
1f, 1.0f, -6.0f, 0f, 0f, // TN
1f, 1.0f, -8.0f, 1f, 0f, // TR
1f, -1.0f, -8.0f, 1f, 1f, // BR
1f, -1.0f, -6.0f, 0f, 1f // BN
});
squareMesh.setIndices(new short[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 });
FileHandle imageFileHandle = Gdx.files.internal("data/NeHe.bmp");
texture = new Texture(imageFileHandle);
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
@Override
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
camera = new PerspectiveCamera(45, 2f * aspectRatio, 2f);
}
}
有一个gl的参数需要设置,这个是使用texture时需要的。
Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
再大概说一下纹理的映射:// Front face:
-1f, 1.0f, -6.0f, 0f, 0f,// TL
-1f, -1.0f, -6.0f, 0f, 1f,// BL
1f, -1.0f, -6.0f, 1f, 1f,// BR
1f, 1.0f, -6.0f, 1f, 0f,// TR
以上坐标描述的是正方体前面(面对我们这一面)每一行前三个数表示一个点的坐标,如:x=-1, y=1, z=-6.0.
接下来两个数表示的是这一点,对应纹理图片上的哪一点。
纹理图片,我们也用一个坐标来表示,那左上角为(0,0),右上角为(1,0),右下角为(1,1),左下角为(0,1)
所以,对应到正方形上就是,点TL(0,0)点BL(0,1)点BR(1,1)点TR(1,0)
于是,我们程序的效果就是: