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LWJGL紋理無法渲染

[英]LWJGL texture does not render

我一直在嘗試用lwjgl編​​寫游戲引擎,但遇到了渲染方面的問題,我需要一點幫助。 基本上,我在lwjgl-basics(在GitHub上為mattdesl)中遵循了一些步驟,並在我的渲染器中生成了Texture類和一個可工作的部分,但它們不渲染紋理。 這是代碼...

public void drawTexturedRectangle(float x1, float y1, float w, float h, Texture t){
        t.bind();
        GL11.glColor4f(1.0f, 0, 1.0f, 1.0f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex2f(x1, y1);
        GL11.glTexCoord2f(1.0f, 0);
        GL11.glVertex2f(x1 + w, y1);
        GL11.glTexCoord2f(1.0f, 1.0f);
        GL11.glVertex2f(x1 + w, y1 + h);
        GL11.glTexCoord2f(0, 1.0f);
        GL11.glVertex2f(x1, y1 + h);
        GL11.glEnd();
    }

那就是渲染的地方。 這是Texture類:

package com.nightfall.morningside;

import java.io.*;
import java.net.URL;
import java.nio.ByteBuffer;

import de.matthiasmann.twl.utils.*;

import org.lwjgl.opengl.*;
import org.lwjgl.opengl.GL12.*;
import org.lwjgl.BufferUtils;

public class Texture {
    public int width;
    public int height;
    public int id;

    public Texture(URL pathToTexture){
        try {
            InputStream pngstream = pathToTexture.openStream();
            PNGDecoder pngdecoder = new PNGDecoder(pngstream);

            width = pngdecoder.getWidth();
            height = pngdecoder.getHeight();

            int bpp = 4;

            ByteBuffer buffer = BufferUtils.createByteBuffer(bpp * width * height);

            pngdecoder.decode(buffer, width * bpp, PNGDecoder.Format.RGBA);

            buffer.flip();

            id = GL11.glGenTextures();

            GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);

            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

            GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
        } catch (IOException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
    }

    public void bind(){
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);
    }
}

TexturedRectangle類:

package com.nightfall.morningside.geometry;

import com.nightfall.morningside.Texture;
import com.nightfall.morningside.Textured;

public class TexturedRectangle extends Rectangle implements Textured{
    public Texture texture;

    public TexturedRectangle(float xone, float yone, float w, float h, Texture t) {
        super(xone, yone, w, h);
        texture = t;
    }

    public Texture getTexture() {
        return texture;
    }

}

矩形類:

package com.nightfall.morningside.geometry;

public class Rectangle {
    private float x1;
    private float y1;
    private float width;
    private float height;

    public Rectangle(float xone, float yone, float w, float h){
        x1 = xone;
        y1 = yone;
        width = w;
        height = h;
    }

    public float getX1(){
        return x1;
    }

    public float getY1(){
        return y1;
    }

    public float getHeight(){
        return height;
    }

    public float getWidth(){
        return width;
    }

    public Point getLocation(){
        return new Point(x1, y1);
    }
}

和Textured接口:

package com.nightfall.morningside;

public interface Textured {
    public Texture getTexture();
}

和Point類:

package com.nightfall.morningside.geometry;

public class Point {
    private float x1;
    private float y1;

    public Point(float x, float y){
        x1 = x;
        y1 = y;
    }

    public float getX(){
        return x1;
    }

    public float getY(){
        return y1;
    }
}

我希望這就是一切。 我相信這是我渲染方式中的一個問題,但也許加載紋理時存在一個問題。 如果您還有其他需要,我會幫您解決。 謝謝。

默認情況下禁用紋理。 當要渲染帶紋理的圖元(例如帶紋理的四邊形)時,必須使用

glEnable(GL_TEXTURE2D);
glBindTexture(GL_TEXTURE_2D, textureId);

第一行告訴openGL使用紋理,第二行指定要使用的紋理。

要停止使用紋理,您可以:

  • 將零綁定到GL_TEXTURE_2D: glBindTexture(GL_TEXTURE_2D, 0); 要么
  • 禁用GL_TEXTURE_2D: glDisable(GL_TEXTURE_2D);

編輯,我忘了所有的GLxx. 前綴(在我的代碼中為靜態導入)

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