我正在玩OpenGL,尝试编写一个概念验证,用于绘制带有2x2 GL_RGB GL_FLOAT位图的2x2四边形纹理。
从我的理解;要做到这一点,我必须
glEnable(GL_TEXTURE_2D)
启用2d纹理。glTexture2D
设置glOrtho
以匹配窗口坐标系(0,宽度,0,高度,-1,1)。
调用glGenTextures
获取唯一标识纹理的标识符。
glBindTexture
选择我的纹理。glTexParameteri
设置纹理参数。glBegin
(glEnd
)/ glDrawArrays
指定纹理坐标和椎体。我对glBegin的尝试看起来像是
#include <gl/glut.h>
#include <stdio.h>
const char *appTitle = "OpenGL Texture Experiment";
static GLfloat identity4f[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
static GLfloat pixels[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
GLuint texid[] = {-1};
static inline void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
glColor3f(0, 1, 0);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(0, 1);
glVertex2f(0, 2);
glTexCoord2f(1, 0);
glVertex2f(2, 2);
glTexCoord2f(1, 0);
glVertex2f(2, 2);
glTexCoord2f(1, 1);
glVertex2f(2, 0);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glEnd();
glutSwapBuffers();
}
static inline void init()
{
glEnable(GL_TEXTURE_2D);
glGenTextures(1, texid);
/* anonymous scope: set texture */
{
GLenum target = GL_TEXTURE_2D;
GLint level = 0;
GLint internalformat = GL_RGB;
GLsizei width = 2;
GLsizei height = 2;
GLint border = 0;
GLenum format = GL_RGB;
GLenum type = GL_FLOAT;
const GLvoid *data = pixels;
glTexImage2D (
target,
level,
internalformat,
width,
height,
border,
format,
type,
data
);
}
printf("got texture #%d.\n", texid[0]);
typedef struct {
double x_left;
double x_right;
double y_bottom;
double y_top;
double z_near;
double z_far;
} glOrtho_arguments;
const struct {
GLint width;
GLint height;
} glutInfo = {
glutGet(GLUT_WINDOW_WIDTH),
glutGet(GLUT_WINDOW_HEIGHT)
};
glOrtho_arguments args;
args.x_left = 0;
args.x_right = glutInfo.width;
args.y_bottom = glutInfo.height;
args.y_top = 0;
args.z_near = -1;
args.z_far = 1;
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glMultMatrixf(identity4f);
glOrtho (
args.x_left,
args.x_right,
args.y_bottom,
args.y_top,
args.z_near,
args.z_far
);
}
int main(int argc, char **argv)
{
glMatrixMode(GL_MODELVIEW);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow(appTitle);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
我对glDrawArrays的尝试如下:
#include <gl/glut.h>
#include <stdio.h>
const char *appTitle = "OpenGL Texture Experiment";
static GLfloat identity4f[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
static GLfloat pixels[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
static GLfloat vertices[] = {
0, 0, 0,
0, 2, 0,
2, 2, 0,
2, 2, 0,
2, 0, 0,
0, 0, 0
};
static GLfloat colors[] = {
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0
};
static GLfloat coords[] = {
0, 0, 0,
0, 1, 0,
1, 0, 0,
1, 1, 0
};
GLuint texid[] = {-1};
static inline void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
glColor3f(0, 1, 0);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexCoordPointer(3, GL_FLOAT, 0, coords);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 6);
glutSwapBuffers();
}
static inline void init()
{
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glGenTextures(1, texid);
/* set texture */
{
GLenum target = GL_TEXTURE_2D;
GLint level = 0;
GLint internalformat = GL_RGB;
GLsizei width = 2;
GLsizei height = 2;
GLint border = 0;
GLenum format = GL_RGB;
GLenum type = GL_FLOAT;
const GLvoid *data = pixels;
glTexImage2D (
target,
level,
internalformat,
width,
height,
border,
format,
type,
data
);
}
printf("got texture #%d.\n", texid[0]);
typedef struct {
double x_left;
double x_right;
double y_bottom;
double y_top;
double z_near;
double z_far;
} glOrtho_arguments;
const struct {
GLint width;
GLint height;
} glutInfo = {
glutGet(GLUT_WINDOW_WIDTH),
glutGet(GLUT_WINDOW_HEIGHT)
};
glOrtho_arguments args;
args.x_left = 0;
args.x_right = glutInfo.width;
args.y_bottom = glutInfo.height;
args.y_top = 0;
args.z_near = -1;
args.z_far = 1;
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glMultMatrixf(identity4f);
glOrtho (
args.x_left,
args.x_right,
args.y_bottom,
args.y_top,
args.z_near,
args.z_far
);
}
int main(int argc, char **argv)
{
glMatrixMode(GL_MODELVIEW);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow(appTitle);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
这是尝试修改使用顶点数组的工作答案,看起来很有趣。
#include <GL/glut.h>
#include <stdio.h>
static GLfloat pixels[] =
{
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
GLuint texid[] = { -1 };
static inline void init()
{
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, texid );
glBindTexture( GL_TEXTURE_2D, texid[ 0 ] );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_FLOAT, pixels );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
static inline void display()
{
glClearColor( 0, 0, 0, 0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho(0, 5, 5, 0, -1, 1 );
glColor3f( 1, 1, 1 );
glBindTexture( GL_TEXTURE_2D, texid[ 0 ] );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GLfloat c[] = {
0, 0, 0,
1, 0, 0,
1, 1, 0,
0, 1, 0
};
glVertexPointer(3, GL_FLOAT, 0, c);
glColorPointer(3, GL_FLOAT, 0, pixels);
glTexCoordPointer(3, GL_FLOAT, 0, c);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glMatrixMode( GL_MODELVIEW );
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowSize( 300, 300 );
glutCreateWindow( "OpenGL Texture Experiment" );
init();
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
The result only shows a green untextured 2x2 square; I want it to be a 2x2 square with
前2个像素为红色,绿色,底部2为蓝色和白色。
我做错了什么?
编辑:
这是纹理三角形的概念证明;我认为它会以某种奇怪的方式扭曲,但它的行为却像这样:
#include <gl/glut.h>
const char *appTitle = "OpenGL Basic Template";
static GLuint texid[] = {-1};
static GLfloat pixels[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
static inline void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor((float)0x55/0xff, (float)0x55/0xff, 1, 1);
/**
glBindTexture(GL_TEXTURE_2D, texid[0]);
glBegin(GL_QUADS);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(0, 1);
glVertex2f(0, 1);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(1, 0);
glVertex2f(1, 0);
glEnd();
*/
glBindTexture(GL_TEXTURE_2D, texid[0]);
glBegin(GL_TRIANGLES);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(0, 1);
glVertex2f(0, 1);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glEnd();
glPushMatrix();
glTranslatef(-1, -1, 0);
glBegin(GL_TRIANGLES);
glColor3f(1, 1, 1);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(1, 0);
glVertex2f(1, 0);
glEnd();
glPopMatrix();
glColor3f(0, 0, 0);
glLineWidth(1.0);
glBegin(GL_LINES);
glVertex2f(0, 0);
glVertex2f(0, 1);
glVertex2f(0, 1);
glVertex2f(1, 1);
glVertex2f(1, 1);
glVertex2f(0, 0);
glEnd();
glPushMatrix();
glTranslatef(-1, -1, 0);
glBegin(GL_LINES);
glVertex2f(0, 0);
glVertex2f(1, 1);
glVertex2f(1, 1);
glVertex2f(1, 0);
glVertex2f(1, 0);
glVertex2f(0, 0);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static inline void init()
{
glEnable(GL_TEXTURE_2D);
glGenTextures(1, texid);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_FLOAT, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// | there is no overhead for using this
// | but it makes it much more explicit what the values
// | mean!
typedef struct {
double x_left;
double x_right;
double y_bottom;
double y_top;
double z_near;
double z_far;
} glOrtho_arguments;
glOrtho_arguments args;
args.x_left = -1;
args.x_right = 1;
args.y_bottom = -1;
args.y_top = 1;
args.z_near = -1;
args.z_far = 1;
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho (
args.x_left,
args.x_right,
args.y_bottom,
args.y_top,
args.z_near,
args.z_far
);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow(appTitle);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
EDIT2:
好吧,我把它弄好了;这是使用四边形的版本:#include <gl/glut.h>
#include <stdio.h>
const char *appTitle = "OpenGL Texture Experiment";
static GLfloat identity4f[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
static GLfloat pixels[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
static GLfloat vertices[] = {
0, 0,
0, 2,
2, 2,
2, 0,
};
static GLfloat coords[] = {
0, 0,
1, 0,
1, 1,
0, 1
};
GLuint texid[] = {-1};
static inline void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor((float)81/255, (float)81/255, 1, 1);
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexCoordPointer(2, GL_FLOAT, 0, coords);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_QUADS, 0, 4);
glutSwapBuffers();
}
static inline void init()
{
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glGenTextures(1, texid);
glBindTexture(GL_TEXTURE_2D, texid[0]);
/* set texture */
{
GLenum target = GL_TEXTURE_2D;
GLint level = 0;
GLint internalformat = GL_RGB;
GLsizei width = 2;
GLsizei height = 2;
GLint border = 0;
GLenum format = GL_RGB;
GLenum type = GL_FLOAT;
const GLvoid *data = pixels;
glTexImage2D (
target,
level,
internalformat,
width,
height,
border,
format,
type,
data
);
}
printf("got texture #%d.\n", texid[0]);
typedef struct {
double x_left;
double x_right;
double y_bottom;
double y_top;
double z_near;
double z_far;
} glOrtho_arguments;
const struct {
GLint width;
GLint height;
} glutInfo = {
glutGet(GLUT_WINDOW_WIDTH),
glutGet(GLUT_WINDOW_HEIGHT)
};
glOrtho_arguments args;
args.x_left = 0;
args.x_right = glutInfo.width;
args.y_bottom = glutInfo.height;
args.y_top = 0;
args.z_near = -1;
args.z_far = 1;
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glMultMatrixf(identity4f);
glOrtho (
args.x_left,
args.x_right,
args.y_bottom,
args.y_top,
args.z_near,
args.z_far
);
}
int main(int argc, char **argv)
{
glMatrixMode(GL_MODELVIEW);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow(appTitle);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
这是一个使用三角形的版本
#include <gl/glut.h>
#include <stdio.h>
const char *appTitle = "OpenGL Texture Experiment";
static GLfloat identity4f[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
static GLfloat pixels[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
static GLfloat vertices[] = {
0, 0,
0, 2,
2, 2,
2, 2,
2, 0,
0, 0
};
static GLfloat coords[] = {
0, 0,
1, 0,
1, 1,
1, 1,
0, 1,
0, 0
};
GLuint texid[] = {-1};
static inline void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor((float)81/255, (float)81/255, 1, 1);
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexCoordPointer(2, GL_FLOAT, 0, coords);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, 6);
glutSwapBuffers();
}
static inline void init()
{
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glGenTextures(1, texid);
glBindTexture(GL_TEXTURE_2D, texid[0]);
/* set texture */
{
GLenum target = GL_TEXTURE_2D;
GLint level = 0;
GLint internalformat = GL_RGB;
GLsizei width = 2;
GLsizei height = 2;
GLint border = 0;
GLenum format = GL_RGB;
GLenum type = GL_FLOAT;
const GLvoid *data = pixels;
glTexImage2D (
target,
level,
internalformat,
width,
height,
border,
format,
type,
data
);
}
printf("got texture #%d.\n", texid[0]);
typedef struct {
double x_left;
double x_right;
double y_bottom;
double y_top;
double z_near;
double z_far;
} glOrtho_arguments;
const struct {
GLint width;
GLint height;
} glutInfo = {
glutGet(GLUT_WINDOW_WIDTH),
glutGet(GLUT_WINDOW_HEIGHT)
};
glOrtho_arguments args;
args.x_left = 0;
args.x_right = glutInfo.width;
args.y_bottom = glutInfo.height;
args.y_top = 0;
args.z_near = -1;
args.z_far = 1;
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glMultMatrixf(identity4f);
glOrtho (
args.x_left,
args.x_right,
args.y_bottom,
args.y_top,
args.z_near,
args.z_far
);
}
int main(int argc, char **argv)
{
glMatrixMode(GL_MODELVIEW);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow(appTitle);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
答案 0 :(得分:1)
在呈现前将GL_TEXTURE_ENV
切换为GL_DECAL
或使用glColor3f(1, 1, 1)
,如果您要坚持使用默认的GL_MODULATE
texenv。
在致电glBindTexture()
之前,您还需要glTexImage2D()
,以便OpenGL知道要填充的纹理对象。
所有在一起:
#include <GL/glut.h>
#include <stdio.h>
static GLfloat pixels[] =
{
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 1
};
GLuint texid[] = { -1 };
static inline void init()
{
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, texid );
glBindTexture( GL_TEXTURE_2D, texid[ 0 ] );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_FLOAT, pixels );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
static inline void display()
{
glClearColor( 0, 0, 0, 0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -2, 2, -2, 2, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3f( 1, 1, 1 );
glBindTexture( GL_TEXTURE_2D, texid[ 0 ] );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 );
glVertex2f( 0, 0 );
glTexCoord2f( 1, 0 );
glVertex2f( 1, 0 );
glTexCoord2f( 1, 1 );
glVertex2f( 1, 1 );
glTexCoord2f( 0, 1 );
glVertex2f( 0, 1 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glMatrixMode( GL_MODELVIEW );
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowSize( 300, 300 );
glutCreateWindow( "OpenGL Texture Experiment" );
init();
glutDisplayFunc( display );
glutMainLoop();
return 0;
}