2012-07-20 86 views
3

因此,我使用GLFW进行窗口管理,并且我使用GLEW进行扩展管理。我正在尝试写一个我的兄弟提出的跨平台游戏。这是一款纸牌游戏。但是,为了获得3D表面上纹理贴图和渲染的基础知识,我试图获取一些卡片纹理以显示在立方体的两侧。我的第一个问题是使用glfw的TGA加载程序,其中只有第一个要加载的纹理可以显示(虽然它会在我尝试纹理的每个表面上正确显示),尽管已经使用glGenTextures的GLuint指针数组。然后,我发现http://home.comcast.net/~mlyn7576/OpenGL-TGA/,它也似乎工作,但现在只显示最后一个加载的纹理,并且它在所有面上显示一个纹理,即使我只引用它的GL名称一次。那么我做错了什么?我无法理解为什么只显示一个加载的纹理。在OpenGL多维数据集上显示多个纹理,C++ GLFW

这里是我的主头:

#ifndef _RPSEVOLVED_H_ 
#define _RPSEVOLVED_H_ 
#endif 

#include <iostream> 
#include <math.h> 

#include <gl\glew.h> 
#include <gl\glfw.h> 
#include <stdint.h> 

using namespace std; 

class RPSEvolved 
{ 
private: 
    bool Running; 

public: 
    static RPSEvolved* instance; 
    RPSEvolved(); 
    int OnExecute(); 
    GLuint cardBackId; 
    GLuint bgId; 
    GLuint airCardId; 
    GLuint earthCardId; 
    GLuint fireCardId; 
    GLuint lightningCardId; 
    GLuint waterCardId; 

public: 
    bool OnInit(); 
    void OnEvent(/*SDL_Event* ev*/); 
    void OnLoop(); 
    void OnRender(); 
    void OnCleanup(); 

    //callbacks 
    static void GLFWCALL OnKeyCB(int key, int action); 
    static void OnWindowCloseCB(); 
    static RPSEvolved* GetInstance(); 
    void GLFWCALL OnCharCB(int key, int action); 
    void GLFWCALL OnMouseWheelCB(int pos); 
    void GLFWCALL OnMouseMoveCB(int x, int y); 
    void GLFWCALL OnMouseButtonCB(int button, int action); 
}; 

这里是我的初始化代码:

#include "RPSEvolved.h" 
#include "RPSE_TGA.h" 

bool RPSEvolved::OnInit() 
{ 
    if(glfwInit() == GL_FALSE) 
    { 
     cout << "Error initializing GLFW"; 
     return false; 
    } 

    if(glfwOpenWindow(1024, 768, 8, 8, 8, 8, 32, 32, GLFW_WINDOW) == GL_FALSE) 
    { 
     cout << "Error initializing GLFW"; 
     return false; 
    } 

    glEnable(GL_DEPTH_TEST); 
    glEnable(GL_COLOR_MATERIAL); 
    glEnable(GL_TEXTURE_2D); 
    glEnable(GL_NORMALIZE); //Automatically normalize normals 
    glShadeModel(GL_SMOOTH); 

    glMatrixMode(GL_PROJECTION); 
    gluPerspective(45, 1024/768, 1, 100); 
    glMatrixMode(GL_MODELVIEW); 

    glfwDisable(GLFW_AUTO_POLL_EVENTS); 
    glClearColor(0, 0, 0, 255); 

    glfwSetWindowCloseCallback((GLFWwindowclosefun)OnWindowCloseCB); 
    glfwSetKeyCallback(OnKeyCB); 

    cardBackId = load_texture_TGA("images\\cardBack.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    bgId = load_texture_TGA("images\\bg.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    airCardId = load_texture_TGA("images\\airCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    earthCardId = load_texture_TGA("images\\earthCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    fireCardId = load_texture_TGA("images\\fireCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    lightningCardId = load_texture_TGA("images\\lightningCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 
    waterCardId = load_texture_TGA("images\\waterCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP); 

    return true; 
} 

而且我的显示代码:

#include "RPSEvolved.h" 

void RPSEvolved::OnRender() 
{ 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    gluLookAt(0.0f, 5.0f, 30.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); 

    static float _angle = 0.0f; _angle -= 0.3f; 

    glEnable(GL_TEXTURE_2D); 

    glRotatef(_angle, 0.0f, 1.0f, 0.0f); 

    glColor4f(1.0f, 1.0f, 1.0f, 0.0f); 

    glBegin(GL_QUADS); 

    glBindTexture(GL_TEXTURE_2D, cardBackId); 
    glNormal3f(0.0f, 0.0f, 1.0f); // front 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -5.0f, 3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -5.0f, 3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 5.0f, 3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, 5.0f, 3.0f); 

    glBindTexture(GL_TEXTURE_2D, airCardId); 

    glNormal3f(1.0f, 0.0f, 0.0f); // right 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, -4.0f, 3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -4.0f, -3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 4.0f, -3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, 4.0f, 3.0f); 

    glBindTexture(GL_TEXTURE_2D, earthCardId); 

    glNormal3f(0.0f, 0.0f, -1.0f); // back 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, 4.0f, -3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, -3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, -4.0f, -3.0f); 

    glBindTexture(GL_TEXTURE_2D, fireCardId); 

    glNormal3f(-1.0f, 0.0f, 0.0f); // left 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, 4.0f, -3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, 3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, -4.0f, 3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f); 

    glBindTexture(GL_TEXTURE_2D, lightningCardId); 

    glNormal3f(0.0f, 1.0f, 0.0f); // top 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, 4.0f, 3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, 3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, 4.0f, -3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, 4.0f, -3.0f); 

    glBindTexture(GL_TEXTURE_2D, waterCardId); 

    glNormal3f(0.0f, -1.0f, 0.0f); // top 
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -4.0f, 3.0f); 
    glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -4.0f, 3.0f); 
    glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, -4.0f, -3.0f); 
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f); 

    glEnd(); 

    glfwSwapBuffers(); 
} 

需要注意的是,如果我是来取代在两个电话在调用glfwLoadTexture2D()的OnInit()中调用load_texture_TGA,这就是我只能得到冷杉问题的地方st纹理显示。发生什么事情,纹理不会像他们应该显示的那样显示?

P.S.对不起,如果这真的很长,我习惯于在寻求编码帮助时提供所有我认为合适的信息。

回答

3

我认为你需要做的每一个面在一个单独的批处理:

glBindTexture(GL_TEXTURE_2D, cardBackId); 
glBegin(GL_QUADS); 
// front vertices.. 
glEnd(); 

glBindTexture(GL_TEXTURE_2D, airCardId); 
glBegin(GL_QUADS); 
// Right vertices.. 
glEnd(); 

// Other faces... 

有几个选择,它会让你呈现单批立方体:

  • 生成单个纹理,其中包含立方体的所有面。然后为立方体的顶点提供适当的纹理坐标。 您可以为此使用2d纹理或3d纹理。
  • 绑定不同纹理单元寄存器中的所有纹理并写入像素着色器。
+1

非常感谢你。我试过做glEnd().. glBegin()部分,但由于某种原因,我从来没有尝试过将glBindTexture调用放在两者之间。它终于有效!现在我只需要弄清楚如何保持纹理不被打印在表面的两侧。 – Malkierian 2012-07-20 17:21:15