作为一个侧面项目,我已经有一段时间了,我一直在尝试创建一些Voxel地形。然而,令我沮丧的是,纹理似乎无法正常工作。我正在使用GL_REPEAT和GL_NEAREST映射纹理。纹理在精灵表中找到,为16x16。我目前正在使用minecraft纹理进行调试。我试过通过移动纹理1纹素来修复它,但这也不起作用。
以下是处理它的代码:
void Chunk::CreateCube(int x, int y, int z, bool activeStates[], int ID)
{
double TEXTURE_SIZE = 256;
glm::vec3 p1(x-BLOCK_RENDER_SIZE, y-BLOCK_RENDER_SIZE, z+BLOCK_RENDER_SIZE); //left bottom front
glm::vec2 t1(0.5/TEXTURE_SIZE, 0.5/TEXTURE_SIZE);
glm::vec3 p2(x+BLOCK_RENDER_SIZE, y-BLOCK_RENDER_SIZE, z+BLOCK_RENDER_SIZE); //right bottom front
glm::vec2 t2(1-(0.5/TEXTURE_SIZE), 0.5/TEXTURE_SIZE);
glm::vec3 p3(x+BLOCK_RENDER_SIZE, y+BLOCK_RENDER_SIZE, z+BLOCK_RENDER_SIZE); // right top front
glm::vec2 t3(1-(0.5/TEXTURE_SIZE), 1-(0.5/TEXTURE_SIZE));
glm::vec3 p4(x-BLOCK_RENDER_SIZE, y+BLOCK_RENDER_SIZE, z+BLOCK_RENDER_SIZE); // left top front
glm::vec2 t4(0.5/TEXTURE_SIZE, 1-(0.5/TEXTURE_SIZE));
glm::vec3 p5(x+BLOCK_RENDER_SIZE, y-BLOCK_RENDER_SIZE, z-BLOCK_RENDER_SIZE); // right bottom back
glm::vec2 t5(0.5/TEXTURE_SIZE, 0.5/TEXTURE_SIZE);
glm::vec3 p6(x-BLOCK_RENDER_SIZE, y-BLOCK_RENDER_SIZE, z-BLOCK_RENDER_SIZE); // left bottom back
glm::vec2 t6(1-(0.5/TEXTURE_SIZE), 0.5/TEXTURE_SIZE);
glm::vec3 p7(x-BLOCK_RENDER_SIZE, y+BLOCK_RENDER_SIZE, z-BLOCK_RENDER_SIZE); // left top back
glm::vec2 t7(1-(0.5/TEXTURE_SIZE), 1-(0.5/TEXTURE_SIZE));
glm::vec3 p8(x+BLOCK_RENDER_SIZE, y+BLOCK_RENDER_SIZE, z-BLOCK_RENDER_SIZE); // right top back
glm::vec2 t8(0.5/TEXTURE_SIZE, 1-(0.5/TEXTURE_SIZE));
int numCols = 16;
int numRows = 16;
double u = ((double)(ID % numCols) / (double)numCols);
double v = ((double)(ID / numRows) / (double)numRows);
double TILE_TEXTURE_SIZE = 16;
glm::vec3 n1;
if(activeStates[5] == false)
{
// Front Face Normal
n1 = glm::vec3(0.0f, 0.0f, 1.0f);
//Triangle 1
vertexData.push_back(p1);
uvData.push_back(glm::vec2(t1.x/TILE_TEXTURE_SIZE + u, t1.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p2);
uvData.push_back(glm::vec2(t2.x/TILE_TEXTURE_SIZE + u, t2.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p3);
uvData.push_back(glm::vec2(t3.x/TILE_TEXTURE_SIZE + u, t3.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p1);
uvData.push_back(glm::vec2(t1.x/TILE_TEXTURE_SIZE + u, t1.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p3);
uvData.push_back(glm::vec2(t3.x/TILE_TEXTURE_SIZE + u, t3.y/TILE_TEXTURE_SIZE + v ));
normalData.push_back(n1);
vertexData.push_back(p4);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
if(activeStates[4] == false)
{
// Back
n1 = glm::vec3(0.0f, 0.0f, -1.0f);
//Triangle 1
vertexData.push_back(p5);
uvData.push_back(glm::vec2(t5.x/TILE_TEXTURE_SIZE + u, t5.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p6);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p7);
uvData.push_back(glm::vec2(t7.x/TILE_TEXTURE_SIZE + u, t7.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p5);
uvData.push_back(glm::vec2(t5.x/TILE_TEXTURE_SIZE + u, t5.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p7);
uvData.push_back(glm::vec2(t7.x/TILE_TEXTURE_SIZE + u, t7.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p8);
uvData.push_back(glm::vec2(t8.x/TILE_TEXTURE_SIZE + u, t8.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
if(activeStates[1] == false)
{
// Right
n1 = glm::vec3(1.0f, 0.0f, 0.0f);
//Triangle 1
vertexData.push_back(p2);
uvData.push_back(glm::vec2(t2.x/TILE_TEXTURE_SIZE + u, t2.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p5);
uvData.push_back(glm::vec2(t5.x/TILE_TEXTURE_SIZE + u, t5.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p8);
uvData.push_back(glm::vec2(t8.x/TILE_TEXTURE_SIZE + u, t8.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p2);
uvData.push_back(glm::vec2(t2.x/TILE_TEXTURE_SIZE + u, t2.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p8);
uvData.push_back(glm::vec2(t8.x/TILE_TEXTURE_SIZE + u, t8.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p3);
uvData.push_back(glm::vec2(t3.x/TILE_TEXTURE_SIZE + u, t3.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
if(activeStates[0] == false)
{
// left
n1 = glm::vec3(-1.0f, 0.0f, 0.0f);
//Triangle 1
vertexData.push_back(p6);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p1);
uvData.push_back(glm::vec2(t1.x/TILE_TEXTURE_SIZE + u, t1.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p4);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p6);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p4);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p7);
uvData.push_back(glm::vec2(t7.x/TILE_TEXTURE_SIZE + u, t7.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
if(activeStates[3] == false)
{
// Top
n1 = glm::vec3(0.0f, 1.0f, 0.0f);
//Triangle 1
vertexData.push_back(p4);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p3);
uvData.push_back(glm::vec2(t1.x/TILE_TEXTURE_SIZE + u, t1.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p8);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p4);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p8);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p7);
uvData.push_back(glm::vec2(t7.x/TILE_TEXTURE_SIZE + u, t7.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
if(activeStates[2] == false)
{
// Bottom
n1 = glm::vec3(0.0f, -1.0f, 0.0f);
//Triangle 1
vertexData.push_back(p6);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p5);
uvData.push_back(glm::vec2(t1.x/TILE_TEXTURE_SIZE + u, t1.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p2);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
//Triangle 2
vertexData.push_back(p6);
uvData.push_back(glm::vec2(t6.x/TILE_TEXTURE_SIZE + u, t6.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p2);
uvData.push_back(glm::vec2(t4.x/TILE_TEXTURE_SIZE + u, t4.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
vertexData.push_back(p1);
uvData.push_back(glm::vec2(t7.x/TILE_TEXTURE_SIZE + u, t7.y/TILE_TEXTURE_SIZE + v));
normalData.push_back(n1);
}
/*glm::vec2 t1(0.5/256, 0.5/256);
glm::vec2 t2(1-(0.5/256), 0.5/256);
glm::vec2 t3(1-(0.5/256), 1-(0.5/256));
glm::vec2 t4(0.5/256, 1-(0.5/256));
glm::vec2 t5(0.5/256, 0.5/256);
glm::vec2 t6(1-(0.5/256), 0.5/256);
glm::vec2 t7(1-(0.5/256), 1-(0.5/256));
glm::vec2 t8(0.5/256, 1-(0.5/256));
*/
/*
for(int i = 0; i < vertexData.size(); i+=3)
{
// get the three vertices that make the faces
glm::vec3 p1 = vertexData[i+0];
glm::vec3 p2 = vertexData[i+1];
glm::vec3 p3 = vertexData[i+2];
glm::vec3 v1 = p2 - p1;
glm::vec3 v2 = p3 - p1;
glm::vec3 normal = glm::cross( v1,v2 );
normal = glm::normalize(normal);
normalData[i+0] = normal;
normalData[i+1] = normal;
normalData[i+2] = normal;
}
*/
}
GLuint Graphics3D::loadTexture(const char* theFileName)
{
ILuint imageID;
GLuint textureID;
ILboolean success;
ILenum error;
ilGenImages(1, &imageID);
ilBindImage(imageID);
success = ilLoadImage(theFileName);
if (success)
{
ILinfo ImageInfo;
iluGetImageInfo(&ImageInfo);
if (ImageInfo.Origin == IL_ORIGIN_UPPER_LEFT)
{
// iluFlipImage();
}
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
if (!success)
{
error = ilGetError();
std::cout << "Image conversion failed - IL reports error: " << error << " - " << iluErrorString(error) << std::endl;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, // Type of texture
0, // Pyramid level (for mip-mapping) - 0 is the top level
ilGetInteger(IL_IMAGE_BPP), // Image colour depth
ilGetInteger(IL_IMAGE_WIDTH), // Image width
ilGetInteger(IL_IMAGE_HEIGHT), // Image height
0, // Border width in pixels (can either be 1 or 0)
ilGetInteger(IL_IMAGE_FORMAT), // Image format (i.e. RGB, RGBA, BGR etc.)
GL_UNSIGNED_BYTE, // Image data type
ilGetData()); // The actual image data itself
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
*/
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if(GLEW_EXT_texture_filter_anisotropic)
{
GLfloat maximumAnisotropy;
//get the value
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maximumAnisotropy);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
error = ilGetError();
std::cout << "Image load failed - IL reports error: " << error << " - " << iluErrorString(error) << std::endl;
}
ilDeleteImages(1, &imageID);
std::cout << "Texture creation successful." << std::endl;
return textureID;
}
似乎离我越远,线条越明显。所以我尝试删除mipmap。这也没有帮助。我对如何处理这个问题感到很茫然。有任何想法吗?这是纹理:
答案 0 :(得分:0)
这几乎可以肯定是启用了某种形式的过滤。
我注意到你正在开启各向异性过滤。即使没有mip-mapping,这也会导致子纹理之外的像素被提取,从而导致像你在这里看到的人工制品。
你真的需要关闭它,以及摆脱mip-mapping。
另外,我认为您的UV生成已关闭,并且包含一些错误。那些可能不是问题,但我建议修复它们。
例如,在这里添加半个纹素:
glm::vec2 t1(0.5/TEXTURE_SIZE, 0.5/TEXTURE_SIZE);
然而,这是后来缩小的,所以实际上你只是少量抵消了。反正这可能是不必要的(你为什么认为你需要这么做?),但几乎肯定没有做你认为它做的事情。一个非常小的偏移可能是一个好主意,以防止任何舍入错误将获取的纹理元素滑入下一个子纹理,但只有很小的数量。
然后你这样做:
double u = ((double)(ID % numCols) / (double)numCols);
double v = ((double)(ID / numRows) / (double)numRows);
你应该使用相同的值来划分和模ID
。它只能起作用,因为你有相同数量的行和列。
最后你计算这样的紫外线:
t1.x/TILE_TEXTURE_SIZE + u
除以图块大小是错误的。它应该是* TILE_SIZE / TEXTURE_SIZE
。幸运的是,这恰好相同(256/16 = 16)。如果你有不同大小的纹理,它将无法正常工作。
答案 1 :(得分:0)
您的基本问题是您将多个图像平铺到一个大纹理中。这将导致任何类型的纹理过滤问题,如mipmapping和各向异性过滤。您不想禁用纹理过滤。相反,您应该将每个图像逻辑地视为不同的图像。一种简单的方法是使每个图块成为单独的纹理。这有点慢,所以为了获得更好的性能,你应该使用Array Texture。