我试图让OpenGL纹理在2D上呈现在屏幕上。我知道它看起来很简单,但我是一个OpenGL新手,这给了我一些麻烦。
无论我尝试什么,它都显示为白色。
我已经看过其他问题,例如OpenGL renders texture all white,并检查了清单上的所有内容,但我似乎无法找出来源,我真的很感激任何帮助。
我很确定我在某个地方犯了一些愚蠢的错误,并试图废弃我的代码并重写几次。
以下是与main方法运行的窗口相关的代码。
//Window is a custom wrapper for GLFWwindow
Window thirdwindow(window_width, window_height, "Three");
thirdwindow.show();
thirdwindow.setPosition(300, 300);
ThirdLoop(thirdwindow);
这是ThirdLoop:
static void ThirdLoop(Window& win)
{
GLuint tex = loadBMP("cat.bmp");
auto size = win.getWindowSize();
win.beginDraw();
while (running)
{
if (win.isClosing())
running = false;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color buffer (background)
DrawImage(size, tex);
win.render();
Update();
}
}
和DrawImage(在这里为奇怪的缩进道歉,复制粘贴的东西)
void DrawImage(const Size<int>& size, GLuint texture) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, size.width, 0.0, size.height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(0, 1); glVertex3f(0, 100, 0);
glTexCoord2f(1, 1); glVertex3f(100, 100, 0);
glTexCoord2f(1, 0); glVertex3f(100, 0, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
loadBMP
取自http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/。
答案 0 :(得分:1)
你可以试试这个:
unsigned int CreateTexture(unsigned int Width, unsigned int Height, unsigned char* Pixels)
{
unsigned int ID = 0;
glGenTextures(1, &ID);
glBindTexture(GL_TEXTURE_2D, ID);
glPixelStorei(GL_UNPACK_ROW_LENGTH, Width);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_BGRA, GL_UNSIGNED_BYTE, Pixels);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return ID;
}
void DestroyTexture(unsigned int ID)
{
glDeleteTextures(1, &ID);
}
void DrawTexture(unsigned int ID, float X1, float Y1)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ID);
glColor4ub(0xFF, 0xFF, 0xFF, 0xFF);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(X1, Y1);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(X1, Y2);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(X2, Y2);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(X2, Y1);
glEnd();
glDisable(GL_TEXTURE_2D);
}
我对窗口使用以下设置:
static float angle = 0.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int w = 800;
int h = 600;
glOrtho(0.0f, w, h, 0.0f, 0.0f, -1.0f);
glMatrixMode(GL_MODELVIEW);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 40.0f / 256.0f, 100.0f / 256.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearDepth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glTranslatef(400, 300, 0);
glScalef(100, 100, 0);
glRotatef(angle, 0.0f, 0.0f, 1.0f);
if (TextureID == 0)
{
TextureID = CreateTexture(Width, Height, Pixels); //I used the ImageLoader from the comments that I posted.
}
DrawTexture(TextureID, 0.0f, 0.0f);
glPopMatrix();
++angle;
SwapBuffers(DC);
Sleep(1);