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();
        }

c# SFML OpenGl多重纹理问题

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。