我正在尝试使用SOIL_load_OGL_texture
制作背景,但是当我添加3D模型时,纹理消失了。 3D模型的代码与纹理代码分开,但是当我将其组合时,背景变成黑色,而我的3D模型朝后。这里的问题是由于协调吗?
我希望输出的是面向前方的3D模型,并且位于纹理的前面。
#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
#include "SOIL2.h"
GLuint myTexture;
const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
static int head = 0, rear = -90, lear = -90, body = 0, lleg = -90, rleg = -90, ball = 0, stage = 0;
GLfloat ballRadius = 0.1f;
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0.5, 0.85, 0.9); // head
glPushMatrix();
glTranslated(0, 0.25, 0.15);
glRotated((GLfloat)head, 0, 1, 0);
glutSolidSphere(0.2, 40, 50);
glPopMatrix();
glPushMatrix(); //ear
glTranslated(0.11, 0.3, 0.18);
glRotated((GLfloat)rear, 1, 0, 0);
glutSolidCone(0.08, 0.2, 16, 16);
glPopMatrix();
glPushMatrix(); //ear
glTranslated(-0.11, 0.3, 0.18);
glRotated((GLfloat)lear, 1, 0, 0);
glutSolidCone(0.08, 0.2, 16, 16);
glPopMatrix();
glColor3d(0.0, 0.0, 0.0); //eyes
glPushMatrix();
glTranslated(0.07, 0.3, 0.33);
glRotated(-5, 0, 0, 1);
glScalef(0.5, 0.1, 0.1);
glutSolidCube(0.1);
glPopMatrix();
glPushMatrix(); //eyes
glTranslated(-0.07, 0.3, 0.33);
glRotated(-5, 0, 0, -1);
glScalef(0.5, 0.1, 0.1);
glutSolidCube(0.1);
glPopMatrix();
glPushMatrix(); //mouth
glTranslated(0.0, 0.25, 0.35);
glRotated(0, 0, 0, 0);
glScalef(1, 0.1, 0.1);
glutSolidCube(0.1);
glPopMatrix();
glColor3d(1.0, 1.0, 1.0);
glPushMatrix(); // teeth
glTranslated(-0.045, 0.255, 0.34);
glRotated(-90, 1, 0, 0);
glutSolidCone(0.01, 0.02, 16, 16);
glPopMatrix();
glPushMatrix(); // teeth
glTranslated(0.045, 0.255, 0.34);
glRotated(-90, 1, 0, 0);
glutSolidCone(0.01, 0.02, 16, 16);
glPopMatrix();
glColor3d(0.5, 0.85, 0.88); // body
glTranslatef(0, 0, 0.1);
glPushMatrix();
glRotated((GLfloat)body, 1, 0, 0);
glutSolidSphere(0.3, 40, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(0, 0.7, 0.0);
glRotatef((GLfloat)stage, 0.0, 1.0, 0.0);
glTranslatef(1.0, 0.0, 0.0);
glPushMatrix();
glScalef(2.0, 0.4, 1.0);
glutWireCube(1.0);
glPopMatrix();
//glFlush();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, myTexture);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
/*glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); */
glNormal3f(0.0, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-2.5f, -2.5f, 2.5f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(2.5f, -2.5f, 2.5f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(2.5f, -2.5f, -2.5f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-2.5f, -2.5f, -2.5f);
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glutSwapBuffers();
}
void reshape(int width, int height)
{
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar + 1, ar - 1, -1.0, 1.0, 2.0, 90.0);
//gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("SOIL test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
myTexture = SOIL_load_OGL_texture("background.png", 0, 1, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_INVERT_Y);
if (!myTexture)
{
printf("soil failed to load texture\n");
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutMainLoop();
return EXIT_SUCCESS;
}
答案 0 :(得分:4)
如果要在背面绘制背景图像,则必须先绘制背景,但要禁用Depth Test(必须先清除深度缓冲区)。
这将导致其他几何图形覆盖背景。
绘制背景时,未设置投影矩阵,该投影矩阵为单位矩阵。因此背景的z坐标必须在[-1,1]中,否则它将被近或远平面裁剪。
如果启用纹理,则默认情况下,纹理像素的颜色将乘以当前颜色,因为默认情况下纹理环境模式(GL_TEXTURE_ENV_MODE
)为GL_MODULATE
。参见glTexEnv
。
这将导致纹理的纹理像素的颜色与glColor3d
设置的最后一种颜色“混合”。
在渲染纹理之前设置“白色”颜色:
glColor3d(1.0, 1.0, 1.0);
请注意,OpenGL是状态引擎。如果设置了颜色,则该颜色将一直保留到再次更改为止,甚至超出框架为止。因此,在第一帧中这可能不是问题,但在其他帧中将是问题。
固定功能灯光模型也应用于背景。固定功能gouraud光源模型会导致外观不良。我建议在绘制背景之前先禁用照明。
glDisable(GL_LIGHTING);
并在绘制几何之前启用照明
glEnable(GL_LIGHTING);
函数display
可能看起来像这样:
void display(void)
{
// clear color buffer and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// prepare for drawing the back ground
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3d(1.0, 1.0, 1.0);
// projection and model view for the background
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw the background
glBindTexture(GL_TEXTURE_2D, myTexture);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
// prepare for drawing the geometry
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
// projection and model view for the geoemtry
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar + 1, ar - 1, -1.0, 1.0, 2.0, 90.0);
//gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw geometry
glColor3d(0.5, 0.85, 0.9); // head
// ...
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}