OpenGL macht die Textur komplett weiß
Ich versuche, ein PNG-Bild als Textur zu rendern. Es wird jedoch nur ein weißes Quadrat gerendert.
Ich gebe meiner Textur eine eindeutige int-ID namens texID, lese die Pixeldaten in einen Puffer 'image' (in der .h-Datei deklariert). Ich lade meinen Pixelpuffer, mache all meine OpenGL-Sachen und binde diesen Pixelpuffer an eine Textur für OpenGL. Ich zeichne dann alles mit glDrawElements.
Außerdem initialisiere ich die Textur mit einer Größe von 32x32, wenn ihr Konstruktor aufgerufen wird. Daher bezweifle ich, dass es sich um eine Potenz von zwei Größen handelt.
Kann irgendjemand Fehler in meinem OpenGL GL_TEXTURE_2D-Setup sehen, die mir ein weißes Blockquadrat geben könnten?
#include "Texture.h"
Texture::Texture(int width, int height, string filename)
{
const char* fnPtr = filename.c_str(); //our image loader accepts a ptr to a char, not a string
printf(fnPtr);
w = width; //give our texture a width and height, the reason that we need to pass in the width and height values manually
h = height;//UPDATE, these MUST be P.O.T.
unsigned error = lodepng::decode(image,w,h,fnPtr);//lodepng's decode function will load the pixel data into image vector
//display any errors with the texture
if(error)
{
cout << "\ndecoder error " << error << ": " << lodepng_error_text(error) <<endl;
}
for(int i = 0; i<image.size(); i++)
{
printf("%i,", image.at(i));
}
printf("\nImage size is %i", image.size());
//image now contains our pixeldata. All ready for OpenGL to do its thing
//let's get this texture up in the video memory
texGLInit();
}
void Texture::texGLInit()
{
//WHERE YOU LEFT OFF: glGenTextures isn't assigning an ID to textures. it stays at zero the whole time
//i believe this is why it's been rendering white
glGenTextures(1, &textures);
printf("\ntexture = %u", textures);
glBindTexture(GL_TEXTURE_2D, textures);//evrything we're about to do is about this texture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDisable(GL_COLOR_MATERIAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,w,h,0, GL_RGBA, GL_UNSIGNED_BYTE, &image);
//we COULD free the image vectors memory right about now.
}
void Texture::draw(point centerPoint, point dimensions)
{
glEnable(GL_TEXTURE_2D);
printf("\nDrawing block at (%f, %f)",centerPoint.x, centerPoint.y);
glBindTexture(GL_TEXTURE_2D, textures);//bind the texture
//create a quick vertex array for the primitive we're going to bind the texture to
printf("TexID = %u",textures);
GLfloat vArray[8] =
{
centerPoint.x-(dimensions.x/2), centerPoint.y-(dimensions.y/2),//bottom left i0
centerPoint.x-(dimensions.x/2), centerPoint.y+(dimensions.y/2),//top left i1
centerPoint.x+(dimensions.x/2), centerPoint.y+(dimensions.y/2),//top right i2
centerPoint.x+(dimensions.x/2), centerPoint.y-(dimensions.y/2)//bottom right i3
};
//create a quick texture array (we COULD create this on the heap rather than creating/destoying every cycle)
GLfloat tArray[8] =
{
0.0f,0.0f, //0
0.0f,1.0f, //1
1.0f,1.0f, //2
1.0f,0.0f //3
};
//and finally.. the index array...remember, we draw in triangles....(and we'll go CW)
GLubyte iArray[6] =
{
0,1,2,
0,2,3
};
//Activate arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Give openGL a pointer to our vArray and tArray
glVertexPointer(2, GL_FLOAT, 0, &vArray[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &tArray[0]);
//Draw it all
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &iArray[0]);
//glDrawArrays(GL_TRIANGLES,0,6);
//Disable the vertex arrays
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
//done!
/*glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex2f(centerPoint.x-(dimensions.x/2), centerPoint.y-(dimensions.y/2));
glTexCoord2f(0.0f,1.0f);
glVertex2f(centerPoint.x-(dimensions.x/2), centerPoint.y+(dimensions.y/2));
glTexCoord2f(1.0f,1.0f);
glVertex2f(centerPoint.x+(dimensions.x/2), centerPoint.y+(dimensions.y/2));
glTexCoord2f(1.0f,0.0f);
glVertex2f(centerPoint.x+(dimensions.x/2), centerPoint.y-(dimensions.y/2));
glEnd();*/
}
Texture::Texture(void)
{
}
Texture::~Texture(void)
{
}
Ich werde auch die Hauptklasse 'init' einbinden, in der ich vorher ein bisschen mehr OGL-Setup mache.
void init(void)
{
printf("\n......Hello Guy. \n....\nInitilising");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,XSize,0,YSize);
glEnable(GL_TEXTURE_2D);
myBlock = new Block(0,0,offset);
glClearColor(0,0.4,0.7,1);
glLineWidth(2); // Width of the drawing line
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
printf("\nInitialisation Complete");
}
Update: Hinzufügen der Hauptfunktion, in der ich zuerst mein OpenGL-Fenster eingerichtet habe.
int main(int argc, char** argv)
{
glutInit(&argc, argv); // GLUT Initialization
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE); // Initializing the Display mode
glutInitWindowSize(800,600); // Define the window size
glutCreateWindow("Gem Miners"); // Create the window, with caption.
printf("\n========== McLeanTech Systems =========\nBecoming Sentient\n...\n...\n....\nKILL\nHUMAN\nRACE \n");
init(); // All OpenGL initialization
//-- Callback functions ---------------------
glutDisplayFunc(display);
glutKeyboardFunc(mykey);
glutSpecialFunc(processSpecialKeys);
glutSpecialUpFunc(processSpecialUpKeys);
//glutMouseFunc(mymouse);
glutMainLoop(); // Loop waiting for event
}