简体   繁体   English

如何绘制所有面都具有不同纹理的立方体?

[英]How do I draw a cube with all faces having different textures?

I'm trying to move my code over to modern Opengl, but am having trouble. 我正在尝试将代码移至现代的Opengl,但遇到了麻烦。 Right now my code will draw a cube and it will put a texture on, but it will only attach the first texture to all of my face. 现在,我的代码将绘制一个立方体,并在其上放置一个纹理,但它只会将第一个纹理附加到我的所有脸上。 I am also using SOIL to load my textures into my program. 我还使用SOIL将纹理加载到程序中。 What am I doing wrong? 我究竟做错了什么?

This is my code: 这是我的代码:

class Rectangle
{
public:
    Rectangle();

    Rectangle(float x, float y, float z, float width, float height, float depth, string frontFace, string backFace, string leftFace, 
            string RightFace, string topFace, string bottomFace);

    void Draw();
private:
   GLuint m_Textures[6];
   string m_TextureNames[6];


   GLfloat m_Vertices[72];   // v0,v1,v2,v3 (front)
    // normal array
    GLfloat m_Normals[72];   // v0,v1,v2,v3 (front)
    // color array
    GLfloat m_Colours[72];   // v0,v1,v2,v3 (front)
    // index array of vertex array for glDrawElements() & glDrawRangeElement()
    GLubyte m_Indices[36];     // front

    GLfloat m_Texcoords[48];
};

Rectangle::Rectangle(float x, float y, float z, float width, float height, float depth, string topFace, string bottomFace, string frontFace, 
            string backFace, string leftFace, string rightFace)
{
    m_CenterX = x;
    m_CenterY = y;
    m_CenterZ = z; 
    m_Width = width;
    m_Height = height;
    m_Depth = depth; 

    m_TextureNames[0] = topFace;
    m_TextureNames[1] = bottomFace;
    m_TextureNames[2] = frontFace;
    m_TextureNames[3] = backFace;
    m_TextureNames[4] = leftFace;
    m_TextureNames[5] = rightFace;
    m_ObjectType = Textured;

    GLfloat tempVert[] = {  // front
    -1.0, -1.0,  1.0,
     1.0, -1.0,  1.0,
     1.0,  1.0,  1.0,
    -1.0,  1.0,  1.0,
    // top
    -1.0,  1.0,  1.0,
     1.0,  1.0,  1.0,
     1.0,  1.0, -1.0,
    -1.0,  1.0, -1.0,
    // back
     1.0, -1.0, -1.0,
    -1.0, -1.0, -1.0,
    -1.0,  1.0, -1.0,
     1.0,  1.0, -1.0,
    // bottom
    -1.0, -1.0, -1.0,
     1.0, -1.0, -1.0,
     1.0, -1.0,  1.0,
    -1.0, -1.0,  1.0,
    // left
    -1.0, -1.0, -1.0,
    -1.0, -1.0,  1.0,
    -1.0,  1.0,  1.0,
    -1.0,  1.0, -1.0,
    // right
     1.0, -1.0,  1.0,
     1.0, -1.0, -1.0,
     1.0,  1.0, -1.0,
     1.0,  1.0,  1.0,
     };

    // normal array
    GLfloat tempNormals[]  = { 0, 0, 1,   0, 0, 1,   0, 0, 1,   0, 0, 1,   // v0,v1,v2,v3 (front)
                            1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,   // v0,v3,v4,v5 (right)
                            0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   // v0,v5,v6,v1 (top)
                           -1, 0, 0,  -1, 0, 0,  -1, 0, 0,  -1, 0, 0,   // v1,v6,v7,v2 (left)
                            0,-1, 0,   0,-1, 0,   0,-1, 0,   0,-1, 0,   // v7,v4,v3,v2 (bottom)
                            0, 0,-1,   0, 0,-1,   0, 0,-1,   0, 0,-1 }; // v4,v7,v6,v5 (back)

    // color array
    GLfloat tempColors[]   = { 1, 1, 1,   1, 1, 0,   1, 0, 0,   1, 0, 1,   // v0,v1,v2,v3 (front)
                            1, 1, 1,   1, 0, 1,   0, 0, 1,   0, 1, 1,   // v0,v3,v4,v5 (right)
                            1, 1, 1,   0, 1, 1,   0, 1, 0,   1, 1, 0,   // v0,v5,v6,v1 (top)
                            1, 1, 0,   0, 1, 0,   0, 0, 0,   1, 0, 0,   // v1,v6,v7,v2 (left)
                            0, 0, 0,   0, 0, 1,   1, 0, 1,   1, 0, 0,   // v7,v4,v3,v2 (bottom)
                            0, 0, 1,   0, 0, 0,   0, 1, 0,   0, 1, 1 }; // v4,v7,v6,v5 (back)

    // index array of vertex array for glDrawElements() & glDrawRangeElement()
    GLubyte tempIndices[]  = { 0, 1, 2,   2, 3, 0,      // front
                           4, 5, 6,   6, 7, 4,      // right
                           8, 9,10,  10,11, 8,      // top
                          12,13,14,  14,15,12,      // left
                          16,17,18,  18,19,16,      // bottom
                          20,21,22,  22,23,20 };    // back

    GLfloat tempTexcoords[2*4*6] = {
    // front
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
  };
  for (int i = 1; i < 6; i++)
    memcpy(&tempTexcoords[i*4*2], &tempTexcoords[0], 2*4*sizeof(GLfloat));


    copy(tempVert, tempVert + 72, m_Vertices);
    copy(tempNormals, tempNormals + 72, m_Normals);
    copy(tempColors, tempColors + 72, m_Colours);

    copy(tempIndices, tempIndices + 36, m_Indices);
    std::copy(tempTexcoords, tempTexcoords + 48, m_Texcoords);

    LoadTexture(m_TextureNames);
}

void Rectangle::LoadTexture(string TextureName[6])          
{
    // Create texture index array.
    glGenTextures(6, m_Textures); 


    for(int i = 0 ; i < 1 ; i++)
    {
        glBindTexture(GL_TEXTURE_2D, m_Textures[i]);
        // Set our texture parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        // Set texture filtering
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);  // NOTE the GL_NEAREST Here! 
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);  // NOTE the GL_NEAREST Here! 

        std::string fileType;
        fileType.append(m_TextureNames[i], m_TextureNames[i].size()-3,3);

        if(fileType == "jpg")
        {
            m_Textures[i] = SOIL_load_OGL_texture // load an image file directly as a new OpenGL texture
            (
                m_TextureNames[i].c_str(),
                SOIL_LOAD_AUTO,
                SOIL_CREATE_NEW_ID,
                SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
            );
            // allocate a texture name
        }
        else
        {
            m_Textures[i] = SOIL_load_OGL_texture // load an image file directly as a new OpenGL texture
            (
                m_TextureNames[i].c_str(),
                SOIL_LOAD_AUTO,
                SOIL_CREATE_NEW_ID,
                SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
            );
            // allocate a texture name
        }

    }
}

// Function to draw Sphere.
void Rectangle::Draw()
{
        // enable and specify pointers to vertex arrays
        glEnableClientState(GL_NORMAL_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        glEnableClientState(GL_VERTEX_ARRAY);
        glNormalPointer(GL_FLOAT, 0, m_Normals);
        glTexCoordPointer(2, GL_FLOAT, 0, m_Texcoords);
        glColorPointer(3, GL_FLOAT, 0, m_Colours);
        glVertexPointer(3, GL_FLOAT, 0, m_Vertices);

        for (int i=0;i<6;i++)
        {
        glPushMatrix();
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, m_Textures[i]);

            glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, m_Indices);
        glPopMatrix();
        }

        glDisableClientState(GL_VERTEX_ARRAY);  // disable vertex arrays
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_NORMAL_ARRAY);
}


Rectangle testRect;

// Drawing routine.
void drawScene(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   glLoadIdentity();

   testRect.Draw();

   glutSwapBuffers();
}

// Initialization routine.
void setup(void) 
{
   glClearColor(0.0, 0.0, 0.0, 0.0); 
   testRect = Rectangle(2, 0.0, 0.0, 1, 2, 1, "grass.bmp","grass.bmp", "grass.bmp", "launch.png", "launch.png", "launch.png");

   // Turn on OpenGL texturing.
   glEnable(GL_TEXTURE_2D);

   glShadeModel (GL_SMOOTH);
}

The posted code has a few issues: 发布的代码有几个问题:

  • It's loading only one texture: 它仅加载一种纹理:

     glGenTextures(6, m_Textures); for(int i = 0 ; i < 1 ; i++) { glBindTexture(GL_TEXTURE_2D, m_Textures[i]); ... 

    If you want to load 6 textures, like the rest of the code suggests, you'll have to use 6 for the end value of the loop: 如果要加载6个纹理(如其余代码所建议的那样),则必须使用6作为循环的结束值:

     for(int i = 0 ; i < 6 ; i++) 
  • It's creating texture ids twice, and sets parameters with the wrong texture bound. 它创建了两次纹理id,并设置了错误的纹理边界参数。 At the start of LoadTexture() , it generates 6 texture ids: LoadTexture()开始时,它将生成6个纹理ID:

     glGenTextures(6, m_Textures); 

    and then binds them, and makes glTexParameteri() to set various parameters on them. 然后绑定它们,并使glTexParameteri()在它们上设置各种参数。 But then it calls SOIL_load_ogl_texture() with a flag asking it to create a new id again, and then stores that one away: 但是随后它调用带有标志的SOIL_load_ogl_texture()并要求其再次创建一个新的id,然后将其存储起来:

     m_Textures[i] = SOIL_load_OGL_texture( m_TextureNames[i].c_str(), SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT ); 

    To fix this, you can omit the gGenTextures() call, and move the code to bind the texture and call glTexParameteri() after the SOIL_load_ogl_texture() call. 要解决此问题,您可以忽略gGenTextures()调用,并移动代码以绑定纹理,并在SOIL_load_ogl_texture()调用之后调用glTexParameteri() Also, this uses a flag to generate mipmaps, but sets the texture filters to not use mipmapping. 另外,它使用一个标志生成mipmap,但是将纹理过滤器设置为不使用mipmapping。

  • In the draw function, it loops over the 6 faces, but then draws the entire cube each time: 在draw函数中,它循环遍历6个面,但是每次都绘制整个立方体:

     for (int i=0;i<6;i++) { glPushMatrix(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Textures[i]); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, m_Indices); glPopMatrix(); } 

    The second argument to glDrawElements() specifies the number of vertices to be rendered. glDrawElements()的第二个参数指定要渲染的顶点数。 With the value 36, all vertices will be used (6 sides of the cube, with 2 triangles each, with 3 vertices each. 值为36时,将使用所有顶点(多维数据集的6个边,每个边有2个三角形,每个边有3个顶点。

    Also, the glPushMatrix() / glPopMatrix() serves absolutely no purpose. 同样, glPushMatrix() / glPopMatrix()绝对没有任何作用。 The draw loop should look something like this: 绘制循环应如下所示:

     glActiveTexture(GL_TEXTURE0); for (int i=0;i<6;i++) { glBindTexture(GL_TEXTURE_2D, m_Textures[i]); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, m_Indices + i * 6); } 
  • I don't see the depth test being enabled anywhere. 我看不到在任何地方启用深度测试。 Add this to setup() : 将此添加到setup()

     glEnable(GL_DEPTH_TEST); 

I do it a little differently that works, so maybe the issue is in the difference. 我的工作方式有所不同,所以问题可能出在其中。

I would bind each texture to a different GL_Texture (GL_Texture0, GL_Texture1...) so that each texture has it's own data. 我将每个纹理绑定到不同的GL_Texture(GL_Texture0,GL_Texture1 ...),以便每个纹理都有自己的数据。 I don't know how SOIL works, but in my case for the first texture after: 我不知道SOIL的工作原理,但是在我的情况下,下面的第一个纹理是:

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

I would include a call: 我会打个电话:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture1Width, texture1Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmapData);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Textures[0]);

And I would repeat this process for each of the 6 textures. 我将对6个纹理中的每一个重复此过程。

Then I would draw each face: 然后我会画每张脸:

// First face
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Textures[0]);

glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, m_Indices);

// Second face
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_Textures[1]);

glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, m_Indices);

And so on for each face. 每个脸等等。

EDIT: 编辑:

I did some checking about SOIL, and it looks to me like (using SOIL) you would: 我对SOIL进行了一些检查,在我看来(使用SOIL)您会:

GLuint m_Textures[6];  
int img_width, img_height;

glGenTextures(6, m_Textures);

// For each texture

unsigned char* img = SOIL_load_image(m_TextureNames[0].c_str(), &img_width, &img_height, NULL, 0); // or m_TextureNames[1].c_str() ...

glBindTexture(GL_TEXTURE_2D, m_Textures[0]); // or m_textures[1]...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);  // NOTE the GL_NEAREST Here! 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);  // NOTE the GL_NEAREST Here! 

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img_width, img_height, 0, GL_RGB, GL_UNSIGNED_BYTE, img);

glActiveTexture(GL_TEXTURE0); // or GL_TEXTURE1....
glBindTexture(GL_TEXTURE_2D, m_Textures[0]); // or m_Textures[1]...

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM