我正在尝试使用已经找到并调整大小的木位图对木桌的模型进行纹理处理,但是我遇到的问题是,当纹理为应用。如何使它看起来像一种光滑的纹理?
void Table::DrawTableTop()
{
glPushMatrix();
//draw tabletop
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texid);
glBegin(GL_QUADS);
glMaterialfv(GL_FRONT, GL_SPECULAR, static_cast<GLfloat*>(specular));
glMaterialf(GL_FRONT, GL_SHININESS, static_cast<GLfloat>(shininess));
float unitx = 1.0f / (float)(xsize * 2 + 1);
float unity = 1.0f / (float)(zsize * 2 + 1);
for (int i = -xsize; i <= xsize; i++)
{
for (int j = -zsize; j <= zsize; j++)
{
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, static_cast<GLfloat*>(wDiffuse));
//top
glNormal3f(0.0f, 1.0f, 0.0f);
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 + 1), unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j) + scale[2]);
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 + 1), unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j));
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20), unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j));
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 ), unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j) + scale[2]);
}
}
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
xsize和zsize的值分别为20和10
我希望纹理看起来像是加载到一个大的四边形上,但是显然使用多个四边形来改善照明效果。
这是纹理图像的外观:
答案 0 :(得分:1)
您弄乱了第二个纹理坐标。当顶点位置具有j + 20
时,将其设置为+ scale[0]
;当顶点位置没有j + 20 + 1
时,将其设置为+ scale[0]
。结果,您的所有条都被“反转”了。
要解决此问题,请使用:
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 + 1), unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j) + scale[2]);
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 + 1), unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j));
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20), unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j));
if (tex) glTexCoord2f(unitx * static_cast<float>(i + 20 ), unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j) + scale[2]);
但是,更好的方法是提取顶点位置计算,如下所示:
struct Vertex {
float texcoord[2];
float position[3];
};
Vertex vertex_at(float scale[3], float unitx, float unity, int i, int j)
{
Vertex ret;
ret.texcoord[0] = unitx*(i + 20);
ret.texcoord[1] = unity*(j + 10);
ret.position[0] = scale[0]*i;
ret.position[1] = 0;
ret.position[2] = scale[2]*j;
return ret;
}
并像这样使用它:
for (int i = -xsize; i <= xsize; i++)
{
for (int j = -zsize; j <= zsize; j++)
{
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, static_cast<GLfloat*>(wDiffuse));
//top
glNormal3f(0.0f, 1.0f, 0.0f);
Vertex v[4] = {
vertex_at(scale, unitx, unity, i + 1, j + 1),
vertex_at(scale, unitx, unity, i + 1, j),
vertex_at(scale, unitx, unity, i, j),
vertex_at(scale, unitx, unity, i, j + 1),
};
for(int k = 0; k < 4; ++k) {
if (tex) glTexCoord2fv(v[k].texcoord);
glVertex3fv(v[k].position);
}
}
}
通过这种方式,可以更轻松地了解发生了什么变化,并且距离使用VAO更近了一步:只需将所有Vertex
结构捆绑到缓冲区中并设置attrib指针即可。
答案 1 :(得分:1)
图块上的纹理沿y轴翻转。更改纹理坐标:
if (tex)
glTexCoord2f(
unitx * static_cast<float>(i + 20 + 1),
unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j) + scale[2]);
if (tex)
glTexCoord2f(
unitx * static_cast<float>(i + 20 + 1),
unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i) + scale[0], 0, scale[2] * static_cast<float>(j));
if (tex)
glTexCoord2f(
unitx * static_cast<float>(i + 20),
unity * static_cast<float>(j + 10));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j));
if (tex)
glTexCoord2f(
unitx * static_cast<float>(i + 20 ),
unity * static_cast<float>(j + 10 + 1));
glVertex3f(scale[0] * static_cast<float>(i), 0, scale[2] * static_cast<float>(j) + scale[2]);