前些天逛论坛,发现了些png序列帧的图片资源。一时兴起写个程序玩一玩。
理论非常简单,循环改变纹理即可。
上代码
class SequenceFrame
{
public:
SequenceFrame()
{
}
void Init(const char* filePath, const char* fileHeadName, int sumFrame);
void update();
void drawRect(float left, float right, float bottom, float top,float z);
GLuint* mTextures;
int currentFrame; // 当前的帧
int maxFrame; // 最大的帧
};
#include "SequenceFrame.h"
GLuint createTexture(const char* fileName)
{
GLuint texture;
texture = SOIL_load_OGL_texture(fileName, 0, 0, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_INVERT_Y);
return texture;
}
void SequenceFrame::Init(const char* filePath, const char* fileHeadName, int sumFrame)
{
mTextures = new GLuint[sumFrame];
//glGenTextures(sumFrame, mTextures);
maxFrame = sumFrame;
currentFrame = 0;
char imgFileName[256];
for (int i = 0; i < maxFrame; ++i)
{
memset(imgFileName, 0, 256);
sprintf(imgFileName,"%s/%s%d.png", filePath, fileHeadName, i+1);
mTextures[i] = createTexture(imgFileName);
printf("%s\n", imgFileName);
}
}
void SequenceFrame::update()
{
currentFrame += 1;
if (currentFrame == maxFrame)
currentFrame = 0;
//printf("%d ", currentFrame);
}
void SequenceFrame::drawRect(float left, float right, float bottom, float top,float z)
{
glBindTexture(GL_TEXTURE_2D, mTextures[currentFrame]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(left, bottom, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(right, bottom, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(right, top, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(left, top, z);
glEnd();
}
Init参数如下例
test.Init("imageFrame/2", "1406-", 20);
项目资源如图
画的时候,先draw再update就行了。效果还是挺炫酷的,挺唬人的技术