OpenGL纹理级别
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【中文标题】OpenGL纹理级别【英文标题】:OpenGL texturing level 【发布时间】:2011-08-17 21:25:54 【问题描述】:我正在尝试学习 OpenGL,我想开始纹理,但我卡住了。我已经创建了一个包含两个房间和一个走廊的关卡,所以我想要不同部分的不同纹理(即地板的纹理、墙壁的纹理等等),但是在查看了NeHe 教程后,我我还是卡住了,我需要把它放在我的代码哪里?
#include <windows.h>
#include <gl\gl.h>
#include <gl\glut.h>
#include <gl\glu.h>
void init(void);
void display(void);
void keyboard(unsigned char, int, int);
void resize(int, int);
int is_depth; /* depth testing flag */
int main (int argc, char **argv)
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(40, 40);
glutCreateWindow("The Cube World");
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
/* This time we're going to keep the aspect ratio
constant by trapping the window resizes. */
glutReshapeFunc(resize);
glutMainLoop();
return 0;
void init(void)
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
is_depth = 1;
glMatrixMode(GL_MODELVIEW);
void display(void)
if (is_depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
//floor
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 0.0, 25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 0.0, 25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 0.0, -25.0);
//left wall
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 00.0, 25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 25.0, 25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 25.0, -25.0);
//right wall
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(50.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(50.0, 00.0, 25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 25.0, 25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 25.0, -25.0);
//roof
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 25.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 25.0, 25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 25.0, 25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 25.0, -25.0);
//right panel
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(10.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(10.0, 15.0, -25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 15.0, -25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 0.0, -25.0);
//left panel
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-10.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-10.0, 15.0, -25.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 15.0, -25.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 0.0, -25.0);
//top panel
glColor3f(0.2f, 0.2f, 0.2f);
//bottom right
glVertex3f(50.0, 15.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
//top right
glVertex3f(50.0, 25.0, -25.0);
glColor3f(0.6f, 0.6f, 0.6f);
//top left
glVertex3f(-50.0, 25.0, -25.0);
glColor3f(0.8f, 0.8f, 0.8f);
//bottom left
glVertex3f(-50.0, 15.0, -25.0);
// corridor floor
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-10.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-10.0, 0.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(10.0, 0.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(10.0, 0.0, -25.0);
// corridor left wall
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-10.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-10.0, 00.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-10.0, 15.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-10.0, 15.0, -25.0);
// corridor right wall
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(10.0, 0.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(10.0, 00.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(10.0, 15.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(10.0, 15.0, -25.0);
//corridor roof
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-10.0, 15.0, -25.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-10.0, 15.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(10.0, 15.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(10.0, 15.0, -25.0);
//right panel room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(10.0, 0.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(10.0, 15.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 15.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 0.0, -275.0);
//left panel room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-10.0, 0.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-10.0, 15.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 15.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 0.0, -275.0);
//top panel room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(50.0, 15.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(50.0, 25.0, -275.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 25.0, -275.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 15.0, -275.0);
//right wall room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(50.0, 0.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(50.0, 00.0, -325.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 25.0, -325.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 25.0, -275.0);
//left wall room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 0.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 00.0, -325.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 25.0, -325.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 25.0, -275.0);
//roof room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 25.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 25.0, -325.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 25.0, -325.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 25.0, -275.0);
//back wall room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(50.0, 0.0, -325.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(50.0, 25.0, -325.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(-50.0, 25.0, -325.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(-50.0, 0.0, -325.0);
//floor room 2
glColor3f(0.2f, 0.2f, 0.2f);
glVertex3f(-50.0, 0.0, -275.0);
glColor3f(0.4f, 0.4f, 0.4f);
glVertex3f(-50.0, 0.0, -325.0);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(50.0, 0.0, -325.0);
glColor3f(0.8f, 0.8f, 0.8f);
glVertex3f(50.0, 0.0, -275.0);
glEnd();
glutSwapBuffers();
void keyboard(unsigned char key, int x, int y)
switch (key)
case 'a':
case 'A':
glTranslatef(5.0, 0.0, 0.0);
break;
case 'd':
case 'D':
glTranslatef(-5.0, 0.0, 0.0);
break;
case 'w':
case 'W':
glTranslatef(0.0, 0.0, 5.0);
break;
case 's':
case 'S':
glTranslatef(0.0, 0.0, -5.0);
break;
case 't':
case 'T':
if (is_depth)
is_depth = 0;
glDisable(GL_DEPTH_TEST);
else
is_depth = 1;
glEnable(GL_DEPTH_TEST);
display();
void resize(int width, int height)
if (height == 0)
height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* Note we divide our width by our height to get the aspect ratio. */
gluPerspective(45.0, width / height, 1.0, 400.0);
/* Set initial position */
glTranslatef(0.0, -5.0, -150.0);
glMatrixMode(GL_MODELVIEW);
【问题讨论】:
我建议你去实际阅读教程。这个问题太可怕了。 【参考方案1】:您似乎没有任何纹理加载代码。我建议你回到 NeHe 并阅读本教程 http://nehe.gamedev.net/tutorial/texture_mapping/12038/
感觉好像你走得太远了,你应该按顺序阅读大部分(如果不是全部)教程。如果您正在尝试制作第一人称射击游戏,我还建议您从模型文件中加载关卡(NeHe 上也有关于此的文章)
【讨论】:
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