使用 SOIL 使用 OpenGL 映射纹理
Mapping a texture with OpenGL using SOIL
尝试使用 OpenGL 和 SOIL 完成表面的基本纹理贴图,但我没有生成任何东西。
GLuint textureID[5];
glutInitWindowPosition(0, 50);
windowID[0] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
textureID[0] = SOIL_load_OGL_texture("assets/faceA.png",
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
void DrawWindowOne()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 250, 250);
glMatrixMode(GL_MODELVIEW);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID[0]);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0, 1.0); // front face
glTexCoord2f(0.0, 0.0); glVertex3f(-a,-a, a);
glTexCoord2f(0.0, 1.0); glVertex3f(-a, a, a);
glTexCoord2f(1.0, 1.0); glVertex3f( a, a, a);
glTexCoord2f(1.0, 0.0); glVertex3f( a,-a, a);
glEnd();
glDisable(GL_TEXTURE_2D);
}
然而,脸部是蓝色的,我看不到任何纹理。我有第二个 window,除了位置,唯一的区别是我使用 Frustrum 而不是 Orthogonal
windowID[1] = glutCreateWindow("Perspective projection using glFrustum");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
并且纹理绘制良好。
问题是我一次加载所有纹理,看起来它们需要在每个 window 初始化后加载以供该 windows 绘制代码使用。
#pragma region Initialise Window One
glutInitWindowPosition(0, 50);
windowID[1] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
LoadTextures();
#pragma endregion
#pragma region Initialise Window Two
glutInitWindowPosition(0, 450);
windowID[1] = glutCreateWindow("Perspective projection using glFrustum, ellipsoids");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowTwo);
LoadTextures();
#pragma endregion
尝试使用 OpenGL 和 SOIL 完成表面的基本纹理贴图,但我没有生成任何东西。
GLuint textureID[5];
glutInitWindowPosition(0, 50);
windowID[0] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
textureID[0] = SOIL_load_OGL_texture("assets/faceA.png",
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
void DrawWindowOne()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 250, 250);
glMatrixMode(GL_MODELVIEW);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID[0]);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0, 1.0); // front face
glTexCoord2f(0.0, 0.0); glVertex3f(-a,-a, a);
glTexCoord2f(0.0, 1.0); glVertex3f(-a, a, a);
glTexCoord2f(1.0, 1.0); glVertex3f( a, a, a);
glTexCoord2f(1.0, 0.0); glVertex3f( a,-a, a);
glEnd();
glDisable(GL_TEXTURE_2D);
}
然而,脸部是蓝色的,我看不到任何纹理。我有第二个 window,除了位置,唯一的区别是我使用 Frustrum 而不是 Orthogonal
windowID[1] = glutCreateWindow("Perspective projection using glFrustum");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
并且纹理绘制良好。
问题是我一次加载所有纹理,看起来它们需要在每个 window 初始化后加载以供该 windows 绘制代码使用。
#pragma region Initialise Window One
glutInitWindowPosition(0, 50);
windowID[1] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
LoadTextures();
#pragma endregion
#pragma region Initialise Window Two
glutInitWindowPosition(0, 450);
windowID[1] = glutCreateWindow("Perspective projection using glFrustum, ellipsoids");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowTwo);
LoadTextures();
#pragma endregion