我想在我的场景中添加多个纹理我有一个纹理工作,但我不知道如何包含其他纹理。
#include <windows.h>
#include <gl\gl.h>
#include <gl\glut.h>
#include <stdlib.h>
#include <iostream>
void init(void);
void display(void);
void keyboard(unsigned char, int, int);
void resize(int, int);
void drawcube(float, float, float, float, float, float, int);
int is_depth;
#define ROAD 0
struct Image
{
unsigned long size_x;
unsigned long size_y;
char *data;
};
typedef struct Image Image;
const int textureCount = 1;
Image myTextureData[textureCount];
GLuint theTexture[textureCount];
char* textureFilenames[textureCount] = {"road.bmp"};
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(40, 40);
glutCreateWindow("3D World");
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glEnable(GL_TEXTURE_2D);
glutReshapeFunc(resize);
glutMainLoop();
return 0;
}
int imageLoader(const char *filename, Image *image)
{
FILE *file;
unsigned long size;
unsigned long i;
unsigned short int planes;
unsigned short int bpp;
char temp;
char finalName[80];
glTexCoord2f(1.0, 0.0);
strcpy(finalName, "" );
strcat(finalName, filename);
if ((file = fopen(finalName, "rb"))==NULL)
{
printf("File Not Found : %s\n",finalName);
return 0;
}
fseek(file, 18, SEEK_CUR);
glTexCoord2f(1.0, 0.0);
if ((i = fread(&image->size_x, 4, 1, file)) != 1)
{
printf("Error reading width from %s.\n", finalName);
return 0;
}
if ((i = fread(&image->size_y, 4, 1, file)) != 1)
{
printf("Error reading height from %s.\n", finalName);
return 0;
}
size = image->size_x * image->size_y * 3;
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s.\n", finalName);
return 0;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", finalName, planes);
return 0;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s.\n", finalName);
return 0;
}
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", finalName, bpp);
return 0;
}
fseek(file, 24, SEEK_CUR);
image->data = (char *) malloc(size);
if (image->data == NULL)
{
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1)
{
printf("Error reading image data from %s.\n", finalName);
return 0;
}
for (i=0;i<size;i+=3)
{
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
return 1;
}
void textureLoader()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames[k], &myTextureData[k]))
exit(1);
glGenTextures(1, &theTexture[k]);
glBindTexture(GL_TEXTURE_2D, theTexture[k]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
}
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
is_depth = 1;
}
void display(void)
{
if (is_depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
textureLoader();
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex3f(-75.0, 0.0, -400.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-75.0, 0.0, 100.0);
glTexCoord2f(1.0,0.0);
glVertex3f(75.0, 0.0, 100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(75.0, 0.0, -400.0);
drawcube(-70,15,72,8,15,28,4);
drawcube(-70,10,10,8,10,28,0);
drawcube(-70,15,-45,8,15,18,0);
drawcube(-70,15,-85,8,15,18,0);
drawcube(-70,35,-125,8,35,12,0);
drawcube(-70,9,-170,8,9,28,0);
drawcube(-70,15,-220,8,15,18,0);
drawcube(-70,15,-265,8,15,28,0);
drawcube(-70,15,-330,8,15,28,0);
drawcube(67,15,72,8,15,28,0);
drawcube(67,10,10,8,10,28,0);
drawcube(67,15,-45,8,15,18,0);
drawcube(67,15,-85,8,15,18,0);
drawcube(67,35,-125,8,35,12,0);
drawcube(67,9,-170,8,9,28,0);
drawcube(67,15,-220,8,15,18,0);
drawcube(67,15,-265,8,15,28,0);
drawcube(67,15,-330,8,15,28,0);
drawcube(-33,18,-364,25,18,10,0);
drawcube(25,28,-364,30,28,10,0);
drawcube(25,28,90,30,28,10,0);
drawcube(-33,18,90,25,18,10,0);
drawcube(0,60,-125,18,60,22,0);
drawcube(0,25,-225,8,25,28,0);
drawcube(0,25,0,8,25,28,0);
glEnd();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'a':
glTranslatef(5.0, 0.0, 0.0);
break;
case 'd':
glTranslatef(-5.0, 0.0, 0.0);
break;
case 'w':
glTranslatef(0.0, 0.0, 5.0);
break;
case 's':
glTranslatef(0.0, 0.0, -5.0);
break;
}
display();
}
void resize(int width, int height)
{
if (height == 0) height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, width / height, 1.0, 400.0);
glTranslatef(0.0, -5.0, -150.0);
glMatrixMode(GL_MODELVIEW);
}
void drawcube(float xc, float yc, float zc, float x_offset, float y_offset, float z_offset, int color)
{
switch(color)
{
case 1:
glColor3f(1.0,0.0,0.0);
break;
case 2:
glColor3f(0.0,1.0,0.0);
break;
case 3:
glColor3f(0.0,0.0,1.0);
break;
}
glBegin(GL_QUADS);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glEnd();
}
答案 0 :(得分:18)
我只会评论你的代码
#include <windows.h>
#include <gl\gl.h>
#include <gl\glut.h>
#include <stdlib.h>
#include <iostream>
void init(void);
void display(void);
void keyboard(unsigned char, int, int);
void resize(int, int);
void drawcube(float, float, float, float, float, float, int);
int is_depth;
#define ROAD 0
struct Image
{
unsigned long size_x;
unsigned long size_y;
char *data;
};
typedef struct Image Image;
const int textureCount = 1;
您正在使用const int
进行数组大小调整。这告诉我,你使用的是C ++,为什么不使用STL std :: vector或std :: list呢?
Image myTextureData[textureCount];
GLuint theTexture[textureCount];
char* textureFilenames[textureCount] = {"road.bmp"};
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(40, 40);
glutCreateWindow("3D World");
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glEnable(GL_TEXTURE_2D);
根据需要设置OpenGL状态。那个glEnable在这里毫无意义。
glutReshapeFunc(resize);
glutMainLoop();
return 0;
}
int imageLoader(const char *filename, Image *image)
{
FILE *file;
unsigned long size;
unsigned long i;
unsigned short int planes;
unsigned short int bpp;
char temp;
char finalName[80];
glTexCoord2f(1.0, 0.0);
WTF?你在纹理 loader 中调用glTexCoord
怎么办?这是一个绘图命令。
strcpy(finalName, "" );
strcat(finalName, filename);
WTF?你为filename
复制了什么?另外80个字符可能还不够。
if ((file = fopen(finalName, "rb"))==NULL)
{
未正确打开的文件可能比错误的路径有更多的原因。
printf("File Not Found : %s\n",finalName);
return 0;
}
fseek(file, 18, SEEK_CUR);
你不应该盲目地尝试阅读文件,假设它符合你的期望。二进制文件,比如你在这里尝试阅读的DIB有一个原因,所以你一定要阅读并解析这个标题!
glTexCoord2f(1.0, 0.0);
再次?!
if ((i = fread(&image->size_x, 4, 1, file)) != 1)
{
printf("Error reading width from %s.\n", finalName);
return 0;
}
if ((i = fread(&image->size_y, 4, 1, file)) != 1)
{
printf("Error reading height from %s.\n", finalName);
return 0;
}
您正在读取文件中的值,假设您的系统的字节顺序和对齐规则与文件格式匹配?你必须有钢球!
size = image->size_x * image->size_y * 3;
整数溢出,是的!你刚刚使你的程序可以利用。
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s.\n", finalName);
return 0;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", finalName, planes);
return 0;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s.\n", finalName);
return 0;
}
再次读取二进制值,无需正确关注字节顺序和对齐...
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", finalName, bpp);
return 0;
}
fseek(file, 24, SEEK_CUR);
你为什么要在这里进行相对寻求? BITMAPFILEHEADER(你知道你之前没想过的那18个字节)会告诉你pixeldata的确切位置。
image->data = (char *) malloc(size);
if (image->data == NULL)
{
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1)
{
printf("Error reading image data from %s.\n", finalName);
return 0;
}
BTW:如果中止,你应该关闭文件。
for (i=0;i<size;i+=3)
{
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
这不是进行色彩校正,只是交换元素。较新的OpenGL直接支持DIB文件的BGR对齐。
return 1;
仍未关闭文件...
}
void textureLoader()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames[k], &myTextureData[k]))
exit(1);
好吧,好吧,通过这些全局数组完成这项工作。但严重的是:textureLoader应该返回加载纹理的纹理ID。
glGenTextures(1, &theTexture[k]);
glBindTexture(GL_TEXTURE_2D, theTexture[k]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
}
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
is_depth = 1;
}
你在这里“初始化”的内容属于显示功能。
void display(void)
{
if (is_depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
WTF是这个?你觉得这有什么影响?是的,只有部分清除帧缓冲的多通道技术,但你没有这样做。摆脱is_depth
。
textureLoader();
textureLoader
属于init
;加载纹理和顶点缓冲区对象是OpenGL“初始化程序”无论如何都可以做的唯一有用的东西。有了更多的经验,你也可以从显示路由开始做这些事情,实现交错纹理加载等功能,这样你就可以在不加载延迟的情况下导航大型场景。
这里缺少重要的东西:你没有设置你的矩阵。 投影和模型视图转换矩阵都应该在渲染函数中设置。
所以你想绘制纹理四边形。那你为什么不:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, theTexture[0]);
或您想在此处使用哪个ID?
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex3f(-75.0, 0.0, -400.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-75.0, 0.0, 100.0);
glTexCoord2f(1.0,0.0);
glVertex3f(75.0, 0.0, 100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(75.0, 0.0, -400.0);
到目前为止看起来很好,除了你不提供法线。你需要那些照明。
但是WTF是这样的:
drawcube(-70,15,72,8,15,28,4);
drawcube(-70,10,10,8,10,28,0);
drawcube(-70,15,-45,8,15,18,0);
drawcube(-70,15,-85,8,15,18,0);
drawcube(-70,35,-125,8,35,12,0);
drawcube(-70,9,-170,8,9,28,0);
drawcube(-70,15,-220,8,15,18,0);
drawcube(-70,15,-265,8,15,28,0);
drawcube(-70,15,-330,8,15,28,0);
drawcube(67,15,72,8,15,28,0);
drawcube(67,10,10,8,10,28,0);
drawcube(67,15,-45,8,15,18,0);
drawcube(67,15,-85,8,15,18,0);
drawcube(67,35,-125,8,35,12,0);
drawcube(67,9,-170,8,9,28,0);
drawcube(67,15,-220,8,15,18,0);
drawcube(67,15,-265,8,15,28,0);
drawcube(67,15,-330,8,15,28,0);
drawcube(-33,18,-364,25,18,10,0);
drawcube(25,28,-364,30,28,10,0);
drawcube(25,28,90,30,28,10,0);
drawcube(-33,18,90,25,18,10,0);
drawcube(0,60,-125,18,60,22,0);
drawcube(0,25,-225,8,25,28,0);
drawcube(0,25,0,8,25,28,0);
你在这里的glBegin(…)...glEnd()
块,所以唯一有效的OpenGL调用是glColor,glNormal,glTexCoord,glVertexAttrix,glVertex和glEnd。那么让我们看看drawcube
然后......
glEnd();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'a':
glTranslatef(5.0, 0.0, 0.0);
break;
case 'd':
glTranslatef(-5.0, 0.0, 0.0);
break;
case 'w':
glTranslatef(0.0, 0.0, 5.0);
break;
case 's':
glTranslatef(0.0, 0.0, -5.0);
break;
}
display();
}
否!没有!不!这不是OpenGL的工作原理。 glTranslate
是一个矩阵操作函数,它只适用于渲染过程的上下文。你只是在这里弄乱OpenGL状态。
void resize(int width, int height)
{
if (height == 0) height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, width / height, 1.0, 400.0);
glTranslatef(0.0, -5.0, -150.0);
glMatrixMode(GL_MODELVIEW);
这个东西属于显示器。我知道,很多(大多数)教程都是这样编写的,就像你一样,但请相信我:只要你想实现类似HUD或多通道渲染设置的东西,调整大小处理程序中的投影就会咬你。
}
void drawcube(float xc, float yc, float zc, float x_offset, float y_offset, float z_offset, int color)
{
啊,画布函数
switch(color)
{
case 1:
glColor3f(1.0,0.0,0.0);
break;
case 2:
glColor3f(0.0,1.0,0.0);
break;
case 3:
glColor3f(0.0,0.0,1.0);
break;
}
glBegin(GL_QUADS);
您正在drawcube
块内调用glBegin(…)...glEnd()
,但随后尝试打开另一个块。这是一个OpenGL错误。 glBegin(…)...glEnd()
不要嵌套。
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
你的问题不是如何使用纹理?我没有看到glTexCoord
的电话......
glEnd();
}
答案 1 :(得分:0)
您需要启用要渲染的纹理。
看看this example它是如何完成的。这个例子可能有点复杂,但是接缝完全正是你要做的事情。
修改强>
顺便说一下,每次要渲染它们时都不会创建纹理。您只需创建一次,稍后再使用它们(在渲染之前启用并绑定到纹理)。