如何在OpenGL / LWJGL显示列表上绘制纹理?

时间:2014-08-11 20:40:26

标签: java opengl lwjgl

我有一个显示列表。 (是的,我知道他们已经被剥夺了。我有理由使用它们。)

如何在显示列表中显示纹理?

虽然我希望在不同的位置有不同的纹理,但实际上在显示列表上有一个纹理将是一个很好的开始,对于封闭式alpha测试的游戏实际上可能已经足够好,直到找到更好的解决方案。

try {
        // Load the heightmap-image from its resource file
        System.out.println("Path: " + new File(System.getProperty("user.dir") + "/res/heightmap.bmp").getAbsolutePath());
        BufferedImage heightmapImage = ImageIO.read(new File(
                System.getProperty("user.dir") + "/res/heightmap.bmp"));

        width = heightmapImage.getWidth();
        height = heightmapImage.getHeight();
        BufferedImage heightmapColour = ImageIO.read(new File(System.getProperty("user.dir") +
                "/res/colours.bmp"));
        data = new float[heightmapImage.getWidth()][heightmapImage
                .getHeight()];

        red = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        blue = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        green = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        Color colour;
        Color colours;
        PNGDecoder decoder = new PNGDecoder(heightmapLookupInputStream);
        ByteBuffer buffer = BufferUtils.createByteBuffer(4
                * decoder.getWidth() * decoder.getHeight());
        decoder.decode(buffer, decoder.getWidth() * 4,
                PNGDecoder.Format.RGBA);
        buffer.flip();
        heightmapLookupInputStream.close();
        lookupTexture = glGenTextures();
        glBindTexture(GL_TEXTURE_2D, lookupTexture);
        // Hand the texture data to OpenGL
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(),
                decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    } catch (IOException e) {
        e.printStackTrace();

    }
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    heightmapDisplayList = glGenLists(1);
    glNewList(heightmapDisplayList, GL_COMPILE);

    for (int z = 0; z < data.length - 1; z++) {
        // Render a triangle strip for each 'strip'.
        glBegin(GL_TRIANGLE_STRIP);
        for (int x = 0; x < data[z].length; x++) {
            // Take a vertex from the current strip
            if (((blue[z][x] / 255) < 0.4))
                glColor4f((red[z][x] / 255) / 2
                        + (float) (Math.random() / 10), (green[z][x] / 255)
                        / 2 + (float) (Math.random() / 10),
                        (blue[z][x] / 255) / 2
                                + (float) (Math.random() / 10), 1);
            else {
                glColor4f((red[z][x] / 255) / 2
                        + (float) (Math.random() / 10), (green[z][x] / 255)
                        / 2 + (float) (Math.random() / 10),
                        (blue[z][x] / 255) / 2
                                + (float) (Math.random() / 10), 1);
            }
            if (data[z][x] >= WATER_LEVEL -10){

            glVertex3f(x, data[z][x], z);
            glVertex3f(x, data[z + 1][x], z + 1);

            }

        }
        glEnd();
    }
    glEndList();

如果您无法读取格式错误的代码,那么我使用GL_TRIANGLE_STRIP从.bmp文件中呈现内容,如果它有任何区别的话。

1 个答案:

答案 0 :(得分:1)

  1. GL_NEAREST / GL_LINEAR用于GL_TEXTURE_MIN_FILTER。或者提供一些mipmap。如果不这样做,将导致incomplete texture
  2. glEnable(GL_TEXTURE_2D)。没有它,OpenGL将继续忽略任何绑定纹理。
  3. 在每次glVertex()调用之前提供一些纹理坐标,可能是通过glTexCoord()