我正在尝试将纹理应用到四边形,但我只得到一个黑盒而不是纹理。我正在使用DevIL从文件加载图像,OpenGL完成剩下的工作。
到目前为止我正在做的事情:
以下类抽象出图像的DevIL表示。
#include "Image.h"
Image::Image()
{
ilGenImages(1, &this->imageId);
}
Image::~Image()
{
ilDeleteImages(1, &this->imageId);
}
ILint Image::getWidth()
{
return this->width;
}
ILint Image::getHeight()
{
return this->height;
}
ILint Image::getDepth()
{
return this->depth;
}
ILint Image::getBpp()
{
return this->bpp;
}
ILint Image::getFormat()
{
return this->format;
}
ILubyte* Image::getData()
{
return ilGetData();
}
bool Image::loadFromFile(wchar_t *filename)
{
// Load the image from file.
ILboolean retval = ilLoadImage(filename);
if (!retval) {
ILenum error;
while ((error = ilGetError()) != IL_NO_ERROR) {
wcout << error << L" " << iluErrorString(error);
}
return false;
}
this->width = ilGetInteger(IL_IMAGE_WIDTH);
this->height = ilGetInteger(IL_IMAGE_HEIGHT);
this->depth = ilGetInteger(IL_IMAGE_DEPTH);
this->bpp = ilGetInteger(IL_IMAGE_BPP);
this->format = ilGetInteger(IL_IMAGE_FORMAT);
return true;
}
bool Image::convert()
{
ILboolean retval = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
if (!retval) {
ILenum error;
while ((error = ilGetError()) != IL_NO_ERROR) {
wcout << error << L" " << iluErrorString(error);
}
return false;
}
return true;
}
bool Image::scale(ILint width, ILint height, ILint depth)
{
ILboolean retval = iluScale(width, height, depth);
if (!retval) {
ILenum error;
while ((error = ilGetError()) != IL_NO_ERROR) {
wcout << error << L" " << iluErrorString(error);
}
return false;
}
return true;
}
void Image::bind()
{
ilBindImage(this->imageId);
}
此类抽象出OpenGL的纹理表示。
#include "Texture.h"
Texture::Texture(int width, int height)
{
glGenTextures(1, &this->textureId);
this->width = width;
this->height = height;
}
int Texture::getWidth()
{
return this->width;
}
int Texture::getHeight()
{
return this->height;
}
void Texture::initFilter()
{
// We will use linear interpolation for magnification filter.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// We will use linear interpolation for minifying filter.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void Texture::unpack()
{
glPixelStoref(GL_UNPACK_ALIGNMENT, 1);
}
void Texture::bind()
{
glBindTexture(GL_TEXTURE_2D, this->textureId);
}
Texture::~Texture()
{
glDeleteTextures(1, &this->textureId);
}
以下类包含纹理加载过程。
#include "TextureLoader.h"
void TextureLoader::initialize()
{
if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION) {
debug("Wrong DevIL version detected.");
return;
}
ilInit();
ilutRenderer(ILUT_OPENGL);
}
Texture* TextureLoader::createTexture(wchar_t *filename, Color *color)
{
// Generate some space for an image and bind it.
Image *image = new Image();
image->bind();
bool retval = image->loadFromFile(filename);
if (!retval) {
debug("Could not load image from file.");
return 0;
}
retval = image->convert();
if (!retval) {
debug("Could not convert image from RGBA to unsigned byte");
}
int pWidth = getNextPowerOfTwo(image->getWidth());
int pHeight = getNextPowerOfTwo(image->getHeight());
int size = pWidth * pHeight;
retval = image->scale(pWidth, pHeight, image->getDepth());
if (!retval) {
debug("Could not scale image from (w: %i, h: %i) to (w: %i, h: %i) with depth %i.", image->getWidth(), image->getHeight(), pWidth, pHeight, image->getDepth());
return 0;
}
// Generate some space for a texture and bind it.
Texture *texture = new Texture(image->getWidth(), image->getHeight());
texture->bind();
// Set the interpolation filters.
texture->initFilter();
// Unpack pixels.
texture->unpack();
ILubyte *imageData = image->getData();
TextureLoader::setColorKey(imageData, size, new Color(0, 0, 0));
TextureLoader::colorize(imageData, size, new Color(255, 0, 0));
debug("bpp: %i", image->getBpp());
debug("width: %i", image->getWidth());
debug("height: %i", image->getHeight());
debug("format: %i", image->getFormat());
// Map image data to texture data.
glTexImage2D(GL_TEXTURE_2D, 0, image->getBpp(), image->getWidth(), image->getHeight(), 0, image->getFormat(), GL_UNSIGNED_BYTE, imageData);
delete image;
return texture;
}
void TextureLoader::setColorKey(ILubyte *imageData, int size, Color *color)
{
for (int i = 0; i < size * 4; i += 4)
{
if (imageData[i] == color->r && imageData[i + 1] == color->g && imageData[i + 2] == color->b)
{
imageData[i + 3] = 0;
}
}
}
void TextureLoader::colorize(ILubyte *imageData, int size, Color *color)
{
for (int i = 0; i < size * 4; i += 4)
{
int rr = (int(imageData[i]) * int(color->r)) >> 8;
int rg = (int(imageData[i + 1]) * int(color->g)) >> 8;
int rb = (int(imageData[i + 2]) * int(color->b)) >> 8;
int fak = int(imageData[i]) * 5 - 4 * 256 - 138;
if (fak > 0)
{
rr += fak;
rg += fak;
rb += fak;
}
rr = rr < 255 ? rr : 255;
rg = rg < 255 ? rg : 255;
rb = rb < 255 ? rb : 255;
imageData[i] = rr > 0 ? (GLubyte) rr : 1;
imageData[i + 1] = rg > 0 ? (GLubyte) rg : 1;
imageData[i + 2] = rb > 0 ? (GLubyte) rb : 1;
}
}
最后一堂课完成了绘画。
#include "Texturizer.h"
void Texturizer::draw(Texture *texture, float x, float y, float angle)
{
// Enable texturing.
glEnable(GL_TEXTURE_2D);
// Bind the texture for drawing.
texture->bind();
// Enable alpha blending.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int width = texture->getWidth();
int height = texture->getHeight();
// Create centered dimension vectors.
b2Vec2 vertices[4];
vertices[0] = 0.5f * b2Vec2(- width, - height);
vertices[1] = 0.5f * b2Vec2(+ width, - height);
vertices[2] = 0.5f * b2Vec2(+ width, + height);
vertices[3] = 0.5f * b2Vec2(- width, + height);
b2Mat22 matrix = b2Mat22();
matrix.Set(angle);
glBegin(GL_QUADS);
for (int i = 0; i < 4; i++) {
float texCoordX = i == 0 || i == 3 ? 0.0f : 1.0f;
float texCoordY = i < 2 ? 0.0f : 1.0f;
glTexCoord2f(texCoordX, texCoordY);
// Rotate and move vectors.
b2Vec2 vector = b2Mul(matrix, vertices[i]) + meter2pixel(b2Vec2(x, y));
glVertex2f(vector.x, vector.y);
}
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
最后但并非最不重要的是,以下方法初始化OpenGL(并触发DevIL的初始化):
void GraphicsEngine::initialize(int argc, char **argv)
{
// Initialize the window.
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(WIDTH, HEIGHT);
// Set shading model.
glShadeModel(GL_SMOOTH);
// Create the window.
this->mainWindow = glutCreateWindow(TITLE);
// Set keyboard methods.
glutKeyboardFunc(&onKeyDownCallback);
glutKeyboardUpFunc(&onKeyUpCallback);
glutSpecialFunc(&onSpecialKeyDownCallback);
glutSpecialUpFunc(&onSpecialKeyUpCallback);
// Set mouse callbacks.
glutMouseFunc(&onMouseButtonCallback);
#ifdef FREEGLUT
glutMouseWheelFunc(&onMouseWheelCallback);
#endif
glutMotionFunc(&onMouseMotionCallback);
glutPassiveMotionFunc(&onMousePassiveMotionCallback);
// Set display callbacks.
glutDisplayFunc(&onDrawCallback);
glutReshapeFunc(&onReshapeCallback);
// Set a timer to control the frame rate.
glutTimerFunc(FRAME_PERIOD, onTimerTickCallback, 0);
// Set clear color.
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
Camera::getInstance()->subscribe(this);
// Initialize texture loader.
TextureLoader::initialize();
}
我正在使用的图像已经用于另一个OpenGL / DevIL项目,因此它不能成为问题的根源。
纹理是在每个代表世界对象的类中创建的(它是游戏......)。该角色称为Blobby,这是其实现中最重要的部分:
#include "Blobby.h"
Blobby::Blobby()
{
this->isJumping = false;
this->isRotating = false;
this->isWalking = false;
this->isDucking = false;
this->isStandingUp = false;
this->isOnGround = false;
this->isTouchingWall = false;
this->angle = 0;
this->direction = DIRECTION_UNKNOWN;
this->wallDirection = DIRECTION_UNKNOWN;
// Create a red blobby texture.
this->texture = TextureLoader::createTexture(L"D:/01.bmp", new Color(255, 0, 0));
ContactListener::getInstance()->subscribe(this);
}
void Blobby::draw()
{
GraphicsEngine::drawString(35, 40, "isOnGround = %s", this->isOnGround ? "true" : "false");
GraphicsEngine::drawString(35, 55, "inJumping = %s", this->isJumping ? "true" : "false");
GraphicsEngine::drawString(35, 70, "isRotating = %s", this->isRotating ? "true" : "false");
GraphicsEngine::drawString(35, 85, "isTouchingWall = %s (%i)", this->isTouchingWall ? "true" : "false", this->wallDirection);
Texturizer::draw(this->texture, this->getBody(0)->GetPosition().x, this->getBody(0)->GetPosition().y, this->getBody(0)->GetAngle());
AbstractEntity::draw(); // draws debug information... not important
}
OpenGL计时器回调调用一个以这里结束的步骤方法:
void Simulator::step()
{
// Update physics.
this->gameWorld->step();
b2Vec2 p = Camera::convertWorldToScreen(meter2pixel(this->cameraBlobby->getBody(0)->GetPosition().x), 300.0f);
if (p.x < 300) {
Camera::getInstance()->setViewCenter(Camera::convertScreenToWorld(400 - (300 - int(p.x)), 300));
} else if (p.x > 500) {
Camera::getInstance()->setViewCenter(Camera::convertScreenToWorld(400 + (int(p.x) - 500), 300));
}
for (unsigned int i = 0; i < this->gameWorld->getEntityCount(); i++) {
IEntity *entity = this->gameWorld->getEntity(i);
entity->draw();
}
}
IEntity是一个纯虚拟类(即接口),AbstractEntity实现此接口并添加全局方法。 Blobby继承自AbstractEntity并添加了对这个世界对象特殊的例程。
修改 我在这里上传了一个更新版本的代码(整个项目包括依赖项): http://upload.visusnet.de/uploads/BlobbyWarriors-rev19.zip(约9.5 MB)
答案 0 :(得分:3)
我不熟悉DevIL,但是......你是否为你的顶点提供了正确的漫反射颜色?如果启用了照明,那么四边形上是否有指示灯?相机是否会看到四边形的前侧?
您的代码中有一个错误,但不是您在此处发布的错误,而是您链接的存档中的版本。
您调用glColor3i(255, 255, 255)
,并按预期将漫反射颜色设置为(非常接近)黑色。 glColor3i
不接受目标(计算或帧缓冲区)范围内的颜色值。可能的值将缩放到int
类型的整个范围。这意味着最大值(浮点数为1.0)由MAX_INT(2,147,483,647)表示
,0为0,-1.0为MIN_INT(-2,147,483,648)。您提供的 255 值代表约0.000000118,几乎为零。
我相信您打算使用以下(完全相同的)形式之一:
glColor3f(1.0, 1.0, 1.0)
,glColor3ub(255, 255, 255)
,
glColor3i(2147483647, 2147483647, 2147483647)
。
答案 1 :(得分:0)
b2Mat22矩阵中有什么?可能是乘以这个矩阵导致你的顶点按顺时针顺序绘制,因为我认为在这种情况下你的方块背面会面向你,而纹理可能位于另一侧(不可见)。
答案 2 :(得分:0)
很久以前我遇到过这样的问题,我想当时的问题是纹理尺寸不是2的指数(128x128,512x512等)。我相信他们现在已经解决了这个问题,但可能会尝试一下。