C#SFML OpenGl多重纹理问题

时间:2011-07-22 04:36:45

标签: c# opengl loading textures sfml

编辑:好的,这段代码仍然不允许我在程序中使用两种不同的纹理。它的作用就像它应该工作,但当我告诉它使用第一个纹理时,它与第二个纹理相同,这是最后一个纹理被加载。

        private int[] iTextures = new int[3];

        public void main()
        {
            Initialize();
            LoadContent();

            float Time = 0.0F;

            // Start game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                App.Draw(Background);

                Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);

                // Transformations
                Time += App.GetFrameTime();
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);


                Gl.glPushMatrix();

                Gl.glScalef(10.0f, 50.0f, 10.0f);
                DrawCube(50.0f, 50.0f, 50.0f, 0);

                Gl.glPopMatrix();

                //Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
                //Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
                //Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);


                /*Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);


                Gl.glVertex3f(50.0f, 50.0f, 50.0f);
                Gl.glVertex3f(50.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 50.0f, 50.0f);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 10.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 10.0F, 50.0F);

                Gl.glEnd();*/



                Draw();

                // Finally, display the rendered frame on screen
                App.Display();

            }
            // Don't forget to destroy our texture
            int tex = 0;
            Gl.glDeleteTextures(1, ref tex);
        }

        public void Initialize()
        {
            // Create main window

            App.PreserveOpenGLStates(true);

            // Setup event handlers
            App.Closed += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            App.Resized += new EventHandler<SizeEventArgs>(OnResized);
        }

        private void LoadContent()
        {
            BackgroundImage = new Image("background.jpg");
            Background = new Sprite(BackgroundImage);

            Text = new String2D("This is a cube");
            Text.Position = new Vector2(0, 0);
            Text.Color = Color.Black;

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);
            Gl.glClearDepth(1.0F);

            // Setup a perspective projection

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); // I assume this is setting up the camera

            LoadTexture(new Image("texture.jpg"), 0);

            LoadTexture(new Image("Otexture.jpg"), 1);


        }

        private void Draw()
        {
            App.Draw(Text);
        }

        private void LoadTexture(Image Texture, int texNum)
        {

            using (Image TempImage = Texture)
            {

                Gl.glGenTextures(1, out iTextures[texNum]); // Texture name, which is a number

                Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTextures[texNum]); // Start using the texture


                Console.WriteLine(texNum + "");
                // Texture options and filters and stuff
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);

                Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
                //Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);

            }
            Gl.glEnable(Gl.GL_TEXTURE_2D);
        }
        private void UseTexture(int iTexture)
        {


            // Bind our texture for use
            //Gl.glEnable(Gl.GL_TEXTURE_2D); // Start using the 2D texture
            Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTexture); // Bind our texture for current use
            Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); // Set color to..white, I think.
        }



        void DrawCube(float xPos, float yPos, float zPos, int texture)
        {

            Gl.glPushMatrix();

            //UseTexture(1);
            Gl.glBegin(Gl.GL_QUADS);
            UseTexture(iTextures[0]);
            //Gl.glEnable(Gl.GL_TEXTURE_2D);



            /*      This is the top face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);

            /*      This is the front face*/
            Gl.glTexCoord2f(0, 1); Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
            Gl.glTexCoord2f(1, 1); Gl.glVertex3f(0.0f, -1.0f, 0.0f);

            /*      This is the right face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);

            /*      This is the left face*/
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the bottom face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the back face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);

            Gl.glEnd();
            Gl.glPopMatrix();
        }

任何帮助都会很棒。

1 个答案:

答案 0 :(得分:0)

你不是在谈论多重纹理;你在谈论在同一个应用程序中使用多个纹理。

好吧,我看到了几个问题。

Gl.glGenTextures(2, out iTexture); // Texture name, which is a number

我承认我并不是100%熟悉C#的语法,所以我假设out的工作方式与在C / C ++中传递指针相似。因此,您希望glGenTextures将纹理对象编号写入iTexture

这里有两个问题。首先,iTexture是一个整数。但是你告诉glGenTextures你在这个函数调用中生成两个纹理,而不是一个。这需要传递一个整数数组,以便glGenTextures写入。所以你冒着被困堆叠的风险?我不知道你是如何编组这些对C ++的调用,但无论你如何做,glGenTextures都可能在随机内存上进行写操作。你很幸运,不会发生车祸。

每次调用LoadTexture都应该创建一个OpenGL纹理对象。因此,您不应该尝试通过一次LoadTexture调用创建两个。

另一个问题是iTexture函数中的LoadTexture返回。你不会把它存放在任何地方。实际上,当你调用LoadTexture时,你甚至不给它输出变量;你给它一个数字文字。同样,我不是C#专家,但我很确定你需要一些特殊的语法来将参数用作函数输出,特别是对于像int这样的基本类型。

您的LoadTexture函数应返回OpenGL纹理名称(或将它们存储在某处),匹配的UseTexture调用应从中获取这些特定名称。


新代码问题:

// Don't forget to destroy our texture
int tex = 0;
Gl.glDeleteTextures(1, ref tex);

你不能删除纹理0.这通常是人们不使用纹理0存储实际纹理的原因;它通常被视为“不存在的纹理”,如NULL。

关于你的实际绘图代码:

Gl.glBegin(Gl.GL_QUADS);
UseTexture(iTextures[0]);

您无法在glBindTexture / glBegin来电之间拨打glEnd(或大多数OpenGL功能)。在开始四元组之前应该调用UseTexture。此外,UseTexture应启用GL_TEXTURE_2D。我知道你在其他地方使用它,但最好把命令放在实际上重要的地方。如果您想进行无纹理渲染,则必须禁用GL_TEXTURE_2D

另外,当你只提供一个四边形纹理坐标时,你会发生什么?您对其他四边形看起来如何?因为如果你认为那些四边形是不合理的,那你就错了。