2 Stimmen

Opengl-Texturierung

Hallo ich versuche den Boden meines Levels zu texturieren aber wenn ich es aufrufe kompiliert das Programm ok aber die Textur erscheint nicht jede Hilfe wäre toll

#include windows.h
#include gl\gl.h
#include gl\glut.h
#include stdlib.h
#include iostream>

#define ROAD 0

struct Image 
{
    unsigned long size_x;
    unsigned long size_y;
    char *data;
};

typedef struct Image Image;

const int textureCount = 1;

Image myTextureData[textureCount];
GLuint theTexture[textureCount];

char* textureFilenames[textureCount] = {"road.bmp"};

void init(void);
void display(void);
void keyboard(unsigned char, int, int);
void resize(int, int);
void drawcube(float, float, float, float, float, float, int);

int is_depth;

int main (int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(600, 600);
    glutInitWindowPosition(40, 40);
    glutCreateWindow("3D World");
    init();
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutReshapeFunc(resize);  

    glutMainLoop();
    return 0;
}

void init(void)
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_MODELVIEW);

    is_depth = 1;
}

void display(void)
{

    if (is_depth)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    else
        glClear(GL_COLOR_BUFFER_BIT);

    glBegin(GL_QUADS);
        glTexCoord2f(0.0,0.0);
        glVertex3f(-75.0, 0.0, -400.0);
        glTexCoord2f(0.0,1.0);
        glVertex3f(-75.0, 0.0, 100.0);
        glTexCoord2f(1.0,1.0);
        glVertex3f(75.0, 0.0, 100.0);
        glTexCoord2f(1.0,1.0);
        glVertex3f(75.0, 0.0, -400.0);

        drawcube(-70,15,72,8,15,28,0);
        drawcube(-70,10,10,8,10,28,0);
        drawcube(-70,15,-45,8,15,18,0);
        drawcube(-70,15,-85,8,15,18,0);
        drawcube(-70,35,-125,8,35,12,0);
        drawcube(-70,9,-170,8,9,28,0);
        drawcube(-70,15,-220,8,15,18,0);
        drawcube(-70,15,-265,8,15,28,0);
        drawcube(-70,15,-330,8,15,28,0);
        drawcube(67,15,72,8,15,28,0);
        drawcube(67,10,10,8,10,28,0);
        drawcube(67,15,-45,8,15,18,0);
        drawcube(67,15,-85,8,15,18,0);
        drawcube(67,35,-125,8,35,12,0);
        drawcube(67,9,-170,8,9,28,0);
        drawcube(67,15,-220,8,15,18,0);
        drawcube(67,15,-265,8,15,28,0);
        drawcube(67,15,-330,8,15,28,0);
        drawcube(-33,18,-364,25,18,10,0);
        drawcube(25,28,-364,30,28,10,0);
        drawcube(25,28,90,30,28,10,0);
        drawcube(-33,18,90,25,18,10,0);
        drawcube(0,60,-125,18,60,22,0);
        drawcube(0,25,-225,8,25,28,0);
        drawcube(0,25,0,8,25,28,0);
        drawcube(-58,1,-135,4,0.5,215,0);
        drawcube(58,1,-135,4,0.5,215,0);
        drawcube(0,1,-345,60,0.5,4,0);
        drawcube(0,1,75,60,0.5,4,0);        

    glEnd();

    glutSwapBuffers();
}

void keyboard(unsigned char key, int x, int y)
{
    switch (key)
    {
    case 'a':
        glTranslatef(5.0, 0.0, 0.0);
        break;
    case 'd':
        glTranslatef(-5.0, 0.0, 0.0);
        break;
    case 'w':
        glTranslatef(0.0, 0.0, 5.0);
        break;
    case 's':
        glTranslatef(0.0, 0.0, -5.0);
        break;
    }
    display();
}

void resize(int width, int height)
{
    if (height == 0) height = 1;

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    gluPerspective(45.0, width / height, 1.0, 400.0);
    glTranslatef(0.0, -5.0, -150.0);
    glMatrixMode(GL_MODELVIEW);
}

void drawcube(float xc, float yc, float zc, float x_offset, float y_offset, float z_offset, int color)
{

    switch(color)
    {
    case 1:
        glColor3f(1.0,0.0,0.0);
        break;
    case 2:
        glColor3f(0.0,1.0,0.0);
        break;
    case 3:
        glColor3f(0.0,0.0,1.0);
        break;
    }
    glBegin(GL_QUADS);
        glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
        glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);

        glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
        glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);

        glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
        glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);

        glVertex3f(xc + x_offset,yc + y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);

        glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc - z_offset);
        glVertex3f(xc - x_offset,yc - y_offset,zc - z_offset);

        glVertex3f(xc + x_offset,yc + y_offset,zc + z_offset);
        glVertex3f(xc - x_offset,yc + y_offset,zc + z_offset);
        glVertex3f(xc - x_offset,yc - y_offset,zc + z_offset);
        glVertex3f(xc + x_offset,yc - y_offset,zc + z_offset);

    glEnd();
}

int imageLoader(const char *filename, Image *image) 
{
    FILE *file;

    unsigned long size;
    unsigned long i;
    unsigned short int planes;
    unsigned short int bpp;

    char temp;
    char finalName[80];

    glTexCoord2f(1.0, 0.0);

    strcpy(finalName, "" );
    strcat(finalName, filename);

    if ((file = fopen(finalName, "rb"))==NULL) 
    {
        printf("File Not Found : %s\n",finalName);
        return 0;
    }

    fseek(file, 18, SEEK_CUR);

    glTexCoord2f(1.0, 0.0);

    if ((i = fread(&image->size_x, 4, 1, file)) != 1) 
    {
        printf("Error reading width from %s.\n", finalName);
        return 0;
    }

    if ((i = fread(&image->size_y, 4, 1, file)) != 1) 
    {
        printf("Error reading height from %s.\n", finalName);
        return 0;
    }

    size = image->size_x * image->size_y * 3;

    if ((fread(&planes, 2, 1, file)) != 1) 
    {
        printf("Error reading planes from %s.\n", finalName);
        return 0;
    }

    if (planes != 1) 
    {
        printf("Planes from %s is not 1: %u\n", finalName, planes);
        return 0;
    }

    if ((i = fread(&bpp, 2, 1, file)) != 1) 
    {
        printf("Error reading bpp from %s.\n", finalName);
        return 0;
    }

    if (bpp != 24) 
    {
        printf("Bpp from %s is not 24: %u\n", finalName, bpp);
        return 0;
    }

    fseek(file, 24, SEEK_CUR);

    image->data = (char *) malloc(size);

    if (image->data == NULL) 
    {
        printf("Error allocating memory for color-corrected image data");
        return 0;
    }

    if ((i = fread(image->data, size, 1, file)) != 1) 
    {
        printf("Error reading image data from %s.\n", finalName);
        return 0;
    }

    for (i=0;i<size;i+=3) 
    {
        temp = image->data[i];
        image->data[i] = image->data[i+2];
        image->data[i+2] = temp;
    }
    return 1;
}

void textureLoader() 
{

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    for(int k=0; k < textureCount; k++) 
    {
        if(!imageLoader(textureFilenames[k], &myTextureData[k])) 
            exit(1);

        glGenTextures(1, &theTexture[k]);

        glBindTexture(GL_TEXTURE_2D, theTexture[k]);

        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);

        gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
    }
}

5voto

genpfault Punkte 49237

Sie rufen nie an textureLoader() .

Oder glBindTexture() anders als in textureLoader() die Sie nicht anrufen.

Außerdem sollte man nicht nisten glBegin() s.

0voto

joshperry Punkte 39356

Das beantwortet vielleicht nicht direkt Ihre Frage, aber ich habe Folgendes gefunden Einführung in modernes OpenGL sehr erhellend. Auf einfache Art und Weise wurden mir viele der Kernkonzepte der 3D-Mathematik, der Grafik-Pipeline und der Einspeisung von Daten in OpenGL wirklich klar.

Wenn Sie die ersten 5 Beiträge lesen, bin ich mir ziemlich sicher, dass Sie eine völlig andere Sichtweise auf das, was Sie zu erreichen versuchen, gewinnen werden.

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