LFRect.h//定义一个结构体,表示裁剪的区域
#ifndef LFRECT_H
#define LFRECT_H
#include "LOpenGL.h"
struct LFRect
{
      GLfloat x;//x
      GLfloat y;//y
      GLfloat w;//宽
      GLfloat h;//高
};
#endifLTexture.h
void render( GLfloat x, GLfloat y, LFRect* clip = NULL );//渲染方法添加第三个参数,给它一个NULL的默认值LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip )
{
      if( mTextureID != 0 )
      {
          glLoadIdentity();//重置之前的所以变换操作
          GLfloat texTop = 0.f;//下面四句是纹理的坐标,水平方向0~1表示从左到右,竖直方向0~1表示从上到下
          GLfloat texBottom = 1.f;
          GLfloat texLeft = 0.f;
          GLfloat texRight = 1.f;
          GLfloat quadWidth = mTextureWidth;//四边形的宽
          GLfloat quadHeight = mTextureHeight;//高
          if( clip != NULL )
          {
                //纠正纹理坐标,纹理坐标取值0~1的,需要转为对应的比例值
                texLeft = clip->x / mTextureWidth;
                texRight = ( clip->x + clip->w ) / mTextureWidth;
                texTop = clip->y / mTextureHeight;
                texBottom = ( clip->y + clip->h ) / mTextureHeight;
                //纠正四边形的宽高 
                quadWidth = clip->w;
                quadHeight = clip->h;
          }
          glTranslatef( x, y, 0.f );//移动
          glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定纹理ID
          glBegin( GL_QUADS );//绘制
                glTexCoord2f(  texLeft,    texTop ); glVertex2f(       0.f,        0.f );
                glTexCoord2f( texRight,    texTop ); glVertex2f( quadWidth,        0.f );
                glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth, quadHeight );
                glTexCoord2f(  texLeft, texBottom ); glVertex2f(       0.f, quadHeight );
          glEnd();
      }
}LUtil.cpp
LTexture gArrowTexture;
LFRect gArrowClips[ 4 ];//定义四个裁剪区域,打算裁剪四个角
bool loadMedia()
{
      gArrowClips[ 0 ].x = 0.f;//左上角
      gArrowClips[ 0 ].y = 0.f;
      gArrowClips[ 0 ].w = 128.f;
      gArrowClips[ 0 ].h = 128.f;
      gArrowClips[ 1 ].x = 128.f;//右上角
      gArrowClips[ 1 ].y = 0.f;
      gArrowClips[ 1 ].w = 128.f;
      gArrowClips[ 1 ].h = 128.f;
      gArrowClips[ 2 ].x = 0.f;//左下角
      gArrowClips[ 2 ].y = 128.f;
      gArrowClips[ 2 ].w = 128.f;
      gArrowClips[ 2 ].h = 128.f;
      gArrowClips[ 3 ].x = 128.f;//右下角
      gArrowClips[ 3 ].y = 128.f;
      gArrowClips[ 3 ].w = 128.f;
      gArrowClips[ 3 ].h = 128.f;
      if( !gArrowTexture.loadTextureFromFile( "arrows.png" ) )
      {
            printf( "Unable to load arrow texture!\n" );
            return false;
      }
      return true;
}
void render()
{
      glClear( GL_COLOR_BUFFER_BIT );
      gArrowTexture.render( 0.f, 0.f, &gArrowClips[ 0 ] );//绘制左上角
      gArrowTexture.render( SCREEN_WIDTH - gArrowClips[ 1 ].w, 0.f, &gArrowClips[ 1 ] );//绘制右上角
      gArrowTexture.render( 0.f, SCREEN_HEIGHT - gArrowClips[ 2 ].h, &gArrowClips[ 2 ] );//绘制左下角
      gArrowTexture.render( SCREEN_WIDTH - gArrowClips[ 3 ].w, SCREEN_HEIGHT - gArrowClips[ 3 ].h, &gArrowClips[ 3 ] );//绘制右下角
      glutSwapBuffers();//更新屏幕
}









