UPDATE :在@datenwolf的帮助下,我知道gluBuild2DMipmaps的返回值不是指向纹理的指针,而只是一个错误代码。我忘了打电话给glGenTextures和glBindTexture。在这个答案中查看方法LoadTextureRaw
渲染多个对象时遇到问题,每个对象都有自己的纹理文件定义,也就是说,它们都绘制了相同的纹理。我创建了一个类层次结构CDrawObject->CBall
。在CDrawObject中,我定义了这个:
public ref class CDrawObject
{
protected:
BYTE * dataTexture;
GLuint * texture;
public:
String ^ filename;
CDrawObject(void);
virtual void draw();
void LoadTextureRaw();
};
在LoadTextureDraw()中,我定义了这个:
void CDrawObject::LoadTextureRaw()
{
//GLuint texture;
if(!filename) return;
if(filename->Equals("")) return;
texture = new GLuint;
System::Drawing::Bitmap ^ bitmap = gcnew Bitmap(filename);
int h = bitmap->Height;
int w = bitmap->Width;
int s = w * h;
dataTexture = new BYTE[s * 3];
System::Drawing::Rectangle rect = System::Drawing::Rectangle(0,0,w,h);
System::Drawing::Imaging::BitmapData ^ bitmapData =
bitmap->LockBits(rect,System::Drawing::Imaging::ImageLockMode::ReadWrite , System::Drawing::Imaging::PixelFormat::Format24bppRgb);
::memcpy(dataTexture,bitmapData->Scan0.ToPointer(),s*3);
/* old code
bitmap->UnlockBits(bitmapData);
pin_ptr<GLuint*> pt = &texture;//pin managed pointer, to be unmanaged
**pt = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w,h,GL_BGR_EXT, GL_UNSIGNED_BYTE, dataTexture);
*/
//new code : working fine this way. I forgot to call glGenTextures and glBindTexture
bitmap->UnlockBits(bitmapData);
pin_ptr<GLuint*> pt = &texture;//pin managed pointer, to be unmanaged... a must here :)
glEnable(GL_TEXTURE_2D);
glGenTextures(1,*pt);
glBindTexture(GL_TEXTURE_2D,**pt);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, w,h,GL_BGR_EXT, GL_UNSIGNED_BYTE, dataTexture);
}
正如CBall:绘制自己,我定义了这个:
void CBall::draw(){
glLoadIdentity();
if(texture!=NULL && !filename->Equals(""))
{
glEnable(GL_TEXTURE_2D);
pin_ptr<GLuint*> pt = &texture;
glBindTexture(GL_TEXTURE_2D,**pt);
}
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glTranslatef(this->x,this->y,this->z);
glRotatef(this->sudut_rotasi_x,1,0,0);
glRotatef(this->sudut_rotasi_y,0,1,0);
glRotatef(this->sudut_rotasi_z,0,0,1);
glScalef(this->x_scale,this->y_scale,this->z_scale);
GLUquadricObj *q = gluNewQuadric();
gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
gluSphere(q, r, 32, 16);
glFlush();
glDisable(GL_TEXTURE_2D);
}
问题是,当我绘制两个(或更多)球对象时,它们都使用相同的纹理绘制。我已经调试了代码,对于每个对象,它们都有不同的texture
变量。这是我的代码的快照,用于绘制这些球:
...
CBall ^ ball = gcnew CBall();
ball->x=Convert::ToSingle(r->GetAttribute("x"));
ball->y=Convert::ToSingle(r->GetAttribute("y"));
ball->z=Convert::ToSingle(r->GetAttribute("z"));
ball->r=Convert::ToSingle(r->GetAttribute("r"));
ball->filename=r->GetAttribute("filename");
ball->LoadTextureRaw();
addGraphic(id, ball);
...
这些代码是从读取XML文件方法调用的。
我对这个OpenGL代码做了什么错误?
答案 0 :(得分:4)
你的问题是,gluBuild2DMipmaps不会返回纹理名称,而是返回错误代码。您需要单独创建纹理名称。
试试这个:
public ref class CDrawObject
{
protected:
GLuint texture; // just a GLuint, not a pointer!
public:
String ^ filename;
CDrawObject(void);
virtual void draw();
void LoadTextureRaw();
};
稍微改变LoadTextureRaw:
void CDrawObject::LoadTextureRaw()
{
if(!filename)
return;
if(filename->Equals(""))
return;
System::Drawing::Bitmap ^ bitmap = gcnew Bitmap(filename);
int h = bitmap->Height;
int w = bitmap->Width;
int s = w * h;
System::Drawing::Rectangle rect = System::Drawing::Rectangle(0,0,w,h);
System::Drawing::Imaging::BitmapData ^ bitmapData =
bitmap->LockBits( rect,
System::Drawing::Imaging::ImageLockMode::ReadWrite,
System::Drawing::Imaging::PixelFormat::Format24bppRgb );
// This is the important part: We generate a texture name and...
glGenTextures(1, &texture); // this should not require a pin_ptr, after all were in the middle of a member function of the class, so the garbage collector will not kick in.
// ...bind it, causing creation of a (yet uninitialized) texture object
glBindTexture(GL_TEXTURE_2D, texture);
GLint error = gluBuild2DMipmaps(
GL_TEXTURE_2D,
GL_RGB, // this should be a valid OpenGL token, not the number of components!
w, h,
GL_BGR_EXT, GL_UNSIGNED_BYTE,
bitmapData->Scan0.ToPointer() );
bitmap->UnlockBits(bitmapData);
}
最后画画(我重新安排了一下)
void CBall::draw(){
glLoadIdentity();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glTranslatef(this->x,this->y,this->z);
glRotatef(this->sudut_rotasi_x,1,0,0);
glRotatef(this->sudut_rotasi_y,0,1,0);
glRotatef(this->sudut_rotasi_z,0,0,1);
glScalef(this->x_scale,this->y_scale,this->z_scale);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
GLUquadricObj *q = gluNewQuadric();
gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
gluSphere(q, r, 32, 16);
// glFlush is not required
glDisable(GL_TEXTURE_2D);
}