首先,我将从我的代码开始,因为我已经确定哪个块导致了问题。
// init
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 800, 0, 600, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_TEXTURE_2D);
// BEGINNING OF OFFENDING CODE
BufferedImage image = ImageIO.read(new File("res/button.png"));
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
IntBuffer buffer = BufferUtils.createIntBuffer(pixels.length);
for (int pixel : pixels)
buffer.put(pixel);
buffer.flip();
int button = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, button);
//Setup wrap mode
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
// END OF OFFENDING CODE
我似乎无法弄清楚哪个GL11通话影响了显示器的其余部分,以及为什么它会影响显示器的其余部分。根据我的理解,GL11.glBindTexture
后面的所有调用仅限于绑定纹理,不是吗?
private static void renderQuad(int x, int y, int width, int height) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(x, y);
GL11.glVertex2f(x + width, y);
GL11.glVertex2f(x + width, y + height);
GL11.glVertex2f(x, y + height);
GL11.glEnd();
GL11.glPopMatrix();
}
用于红色四边形的方法。
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glColor3f(0.5f,0.5f,1.0f);
renderQuad(0, 0, 800, 600);
// render action bar
GL11.glColor3f(0.2f,0.2f,1.0f);
renderQuad(0, 0, 800, 200);
GL11.glColor3f(1.0f,0.0f,0.0f);
renderQuad(50, 50, 100, 60);
renderQuad(200, 50, 100, 60);
// render textured quad
GL11.glPushMatrix();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, button);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2d(0.0,1.0);
GL11.glVertex2f(x, y);
GL11.glTexCoord2d(1.0,1.0);
GL11.glVertex2f(x + width, y);
GL11.glTexCoord2d(1.0,0.0);
GL11.glVertex2f(x + width, y + height);
GL11.glTexCoord2d(0.0,0.0);
GL11.glVertex2f(x, y + height);
GL11.glEnd();
GL11.glPopMatrix();
答案 0 :(得分:1)
首先,我认为纹理加载存在问题。我相信字节的顺序是相反的或类似的,这就是为什么你得到黑色的红色。这是一个从我自己的代码中获取的工作load-texture-from-BufferedImage示例:
BufferedImage image = ImageIO.read(new File("<file path>.png"));
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4);
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = GL11.glGenTextures(); //Generate texture ID
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
//Send texel data to OpenGL
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
现在,对于实际的渲染问题:
对于OpenGL,必须启用或禁用GL_TEXTURE_2D,具体取决于您绘制的多边形是否有纹理。如果不为每个顶点提供纹理坐标,则最后一个纹理坐标调用仍然保持并用于每个顶点。因此,您将使用一个像素的纹理来获得四边形。这就是导致黑色四边形的原因 - 它从你的不正确加载的纹理的一个角落中取出一个像素。那么,你的固定渲染代码:
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor3f(0.5f,0.5f,1.0f);
renderQuad(0, 0, 800, 600);
// render action bar
GL11.glColor3f(0.2f,0.2f,1.0f);
renderQuad(0, 0, 800, 200);
GL11.glColor3f(1.0f,0.0f,0.0f);
renderQuad(50, 50, 100, 60);
renderQuad(200, 50, 100, 60);
GL11.glEnable(GL11.GL_TEXTURE_2D);
// render textured quad
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glPushMatrix();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, button);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2d(0.0,1.0);
GL11.glVertex2f(x, y);
GL11.glTexCoord2d(1.0,1.0);
GL11.glVertex2f(x + width, y);
GL11.glTexCoord2d(1.0,0.0);
GL11.glVertex2f(x + width, y + height);
GL11.glTexCoord2d(0.0,0.0);
GL11.glVertex2f(x, y + height);
GL11.glEnd();
GL11.glPopMatrix();
另外,如果您这样做,可以使用glEnable()代替GL11.glEnable():
import static org.lwjgl.opengl.GL11.*;
而不是简单
import org.lwjgl.opengl.GL11;