c# SFML OpenGl多重纹理问题
本文关键字:问题 多重纹理 OpenGl SFML | 更新日期: 2023-09-27 18:03:22
编辑:好的,这段代码仍然不允许我在程序中使用两种不同的纹理。它的行为就像它应该工作,但当我告诉它使用第一个纹理,它是相同的第二个纹理,这是最后一个纹理加载。
private int[] iTextures = new int[3];
public void main()
{
Initialize();
LoadContent();
float Time = 0.0F;
// Start game loop
while (App.IsOpened())
{
// Process events
App.DispatchEvents();
// Clear the window
App.Clear();
App.Draw(Background);
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// Transformations
Time += App.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0.0F, 0.0F, -200.0F);
Gl.glPushMatrix();
Gl.glScalef(10.0f, 50.0f, 10.0f);
DrawCube(50.0f, 50.0f, 50.0f, 0);
Gl.glPopMatrix();
//Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
//Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
//Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
/*Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glVertex3f(50.0f, 50.0f, 50.0f);
Gl.glVertex3f(50.0f, 0.0f, 50.0f);
Gl.glVertex3f(0.0f, 0.0f, 50.0f);
Gl.glVertex3f(0.0f, 50.0f, 50.0f);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 10.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 10.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 10.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 10.0F, 50.0F);
Gl.glEnd();*/
Draw();
// Finally, display the rendered frame on screen
App.Display();
}
// Don't forget to destroy our texture
int tex = 0;
Gl.glDeleteTextures(1, ref tex);
}
public void Initialize()
{
// Create main window
App.PreserveOpenGLStates(true);
// Setup event handlers
App.Closed += new EventHandler(OnClosed);
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
App.Resized += new EventHandler<SizeEventArgs>(OnResized);
}
private void LoadContent()
{
BackgroundImage = new Image("background.jpg");
Background = new Sprite(BackgroundImage);
Text = new String2D("This is a cube");
Text.Position = new Vector2(0, 0);
Text.Color = Color.Black;
// Enable Z-buffer read and write
Gl.glEnable(Gl.GL_DEPTH_TEST);
Gl.glDepthMask(Gl.GL_TRUE);
Gl.glClearDepth(1.0F);
// Setup a perspective projection
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); // I assume this is setting up the camera
LoadTexture(new Image("texture.jpg"), 0);
LoadTexture(new Image("Otexture.jpg"), 1);
}
private void Draw()
{
App.Draw(Text);
}
private void LoadTexture(Image Texture, int texNum)
{
using (Image TempImage = Texture)
{
Gl.glGenTextures(1, out iTextures[texNum]); // Texture name, which is a number
Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTextures[texNum]); // Start using the texture
Console.WriteLine(texNum + "");
// Texture options and filters and stuff
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
//Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
}
Gl.glEnable(Gl.GL_TEXTURE_2D);
}
private void UseTexture(int iTexture)
{
// Bind our texture for use
//Gl.glEnable(Gl.GL_TEXTURE_2D); // Start using the 2D texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTexture); // Bind our texture for current use
Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); // Set color to..white, I think.
}
void DrawCube(float xPos, float yPos, float zPos, int texture)
{
Gl.glPushMatrix();
//UseTexture(1);
Gl.glBegin(Gl.GL_QUADS);
UseTexture(iTextures[0]);
//Gl.glEnable(Gl.GL_TEXTURE_2D);
/* This is the top face*/
Gl.glVertex3f(0.0f, 0.0f, 0.0f);
Gl.glVertex3f(0.0f, 0.0f, -1.0f);
Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
/* This is the front face*/
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(0.0f, 0.0f, 0.0f);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(0.0f, -1.0f, 0.0f);
/* This is the right face*/
Gl.glVertex3f(0.0f, 0.0f, 0.0f);
Gl.glVertex3f(0.0f, -1.0f, 0.0f);
Gl.glVertex3f(0.0f, -1.0f, -1.0f);
Gl.glVertex3f(0.0f, 0.0f, -1.0f);
/* This is the left face*/
Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
/* This is the bottom face*/
Gl.glVertex3f(0.0f, 0.0f, 0.0f);
Gl.glVertex3f(0.0f, -1.0f, -1.0f);
Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
/* This is the back face*/
Gl.glVertex3f(0.0f, 0.0f, 0.0f);
Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
Gl.glVertex3f(0.0f, -1.0f, -1.0f);
Gl.glEnd();
Gl.glPopMatrix();
}
你不是在谈论多重纹理;你说的是在同一个应用程序中使用多个纹理。
嗯,我看到几个问题。
Gl.glGenTextures(2, out iTexture); // Texture name, which is a number
我承认我不是100%熟悉c#的语法,所以我假设out
的工作方式很像在C/c++中传递指针。因此,您期望glGenTextures
将纹理对象编号写入iTexture
。
这里有两个问题。首先,iTexture
是单个整数。但是你告诉glGenTextures
,你在这个函数调用中生成两个纹理,而不是一个。这需要传递一个整数数组供glGenTextures
写入。所以你冒着毁掉…栈?我不知道你是如何将这些调用编组到c++的,但是不管你怎么做,glGenTextures
很可能是在随机内存上写的。你很幸运没有撞车。
每次调用LoadTexture
应该创建一个单独的OpenGL纹理对象。因此,您不应该尝试从单个LoadTexture
调用中创建两个。
另一个问题是iTexture
不是从LoadTexture
函数返回。你不会把它存放在任何地方。实际上,当你调用LoadTexture
时,你甚至不给它一个输出变量;你给它一个数字。再次强调,我不是c#专家,但我很确定您需要一些特殊的语法来使用参数作为函数输出,特别是对于像int
这样的基本类型。
你的LoadTexture
函数应该返回OpenGL纹理名称(或将它们存储在某个地方),并且匹配的UseTexture
调用应该从中获得这些特定的名称。
新代码问题:
// Don't forget to destroy our texture
int tex = 0;
Gl.glDeleteTextures(1, ref tex);
不能删除纹理0。这就是为什么人们不使用texture 0来存储实际的纹理;它通常被视为"不存在的纹理",如NULL。
关于你方实际图纸代码:
Gl.glBegin(Gl.GL_QUADS);
UseTexture(iTextures[0]);
不能在glBegin
/glEnd
调用之间调用glBindTexture
(或大多数OpenGL函数)。UseTexture
应该在开始quad之前调用。另外,UseTexture
应该启用GL_TEXTURE_2D
。我知道您在其他地方使用它,但是最好将命令放在真正重要的地方。如果你想做无纹理渲染,你必须禁用GL_TEXTURE_2D
。
另外,当你只给出一个四轴纹理坐标时,你期望发生什么?你觉得其他的四轴飞行器会是什么样子?因为如果你认为这些四边形是无纹理的,那你就错了。