OpenGL要求y轴0.0坐标是在图片的底部的,但是图片的y轴0.0坐标通常在顶部,所以要进行翻转。
1.旋转矩阵翻转图形,不翻转纹理
让图形顶点坐标旋转180°. 而纹理保持原状.
GLuint rotate = glGetUniformLocation(self.myPrograme, "rotateMatrix");
float radians = 180 * 3.14159f / 180.0f;
float s = sin(radians);
float c = cos(radians);
GLfloat zRotation[16] = {
c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1.0, 0,
0.0, 0, 0, 1.0
};
glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);
2.解压图片时,将图片源文件翻转
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGRect rect = CGRectMake(0, 0, width, height);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextTranslateCTM(spriteContext, rect.origin.x, rect.origin.y);
CGContextTranslateCTM(spriteContext, 0, rect.size.height);
CGContextScaleCTM(spriteContext, 1.0, -1.0);
CGContextTranslateCTM(spriteContext, -rect.origin.x, -rect.origin.y);
CGContextDrawImage(spriteContext, rect, spriteImage);
CGContextRelease(spriteContext);
glBindTexture(GL_TEXTURE_2D, 0);
3. 修改片元着色器,纹理坐标
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main()
{
gl_FragColor = texture2D(colorMap, vec2(varyTextCoord.x,1.0-varyTextCoord.y));
}
4. 修改顶点着色器,纹理坐标
attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
void main()
{
varyTextCoord = vec2(textCoordinate.x,1.0-textCoordinate.y);
gl_Position = position;
}
5.直接从源纹理坐标数据修改
GLfloat attrArr[] =
{
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, //右下
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // 左上
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // 左下
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // 右上
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, // 左上
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // 右下
};
*/
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