我如何在OpenGL/LWJGL显示列表上绘制纹理



我有一个显示列表。(是的,我知道他们已经很潦倒了。我有理由使用它们

如何在显示列表中显示纹理?

虽然我更喜欢在不同的位置有不同的纹理,但实际上在显示列表上有一个纹理将是一个很好的开始,对于处于封闭alpha测试的游戏来说,在找到更好的解决方案之前可能已经足够好了。

try {
        // Load the heightmap-image from its resource file
        System.out.println("Path: " + new File(System.getProperty("user.dir") + "/res/heightmap.bmp").getAbsolutePath());
        BufferedImage heightmapImage = ImageIO.read(new File(
                System.getProperty("user.dir") + "/res/heightmap.bmp"));
        width = heightmapImage.getWidth();
        height = heightmapImage.getHeight();
        BufferedImage heightmapColour = ImageIO.read(new File(System.getProperty("user.dir") +
                "/res/colours.bmp"));
        data = new float[heightmapImage.getWidth()][heightmapImage
                .getHeight()];
        red = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        blue = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        green = new float[heightmapColour.getWidth()][heightmapColour
                .getHeight()];
        Color colour;
        Color colours;
        PNGDecoder decoder = new PNGDecoder(heightmapLookupInputStream);
        ByteBuffer buffer = BufferUtils.createByteBuffer(4
                * decoder.getWidth() * decoder.getHeight());
        decoder.decode(buffer, decoder.getWidth() * 4,
                PNGDecoder.Format.RGBA);
        buffer.flip();
        heightmapLookupInputStream.close();
        lookupTexture = glGenTextures();
        glBindTexture(GL_TEXTURE_2D, lookupTexture);
        // Hand the texture data to OpenGL
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(),
                decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    } catch (IOException e) {
        e.printStackTrace();
    }
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    heightmapDisplayList = glGenLists(1);
    glNewList(heightmapDisplayList, GL_COMPILE);
    for (int z = 0; z < data.length - 1; z++) {
        // Render a triangle strip for each 'strip'.
        glBegin(GL_TRIANGLE_STRIP);
        for (int x = 0; x < data[z].length; x++) {
            // Take a vertex from the current strip
            if (((blue[z][x] / 255) < 0.4))
                glColor4f((red[z][x] / 255) / 2
                        + (float) (Math.random() / 10), (green[z][x] / 255)
                        / 2 + (float) (Math.random() / 10),
                        (blue[z][x] / 255) / 2
                                + (float) (Math.random() / 10), 1);
            else {
                glColor4f((red[z][x] / 255) / 2
                        + (float) (Math.random() / 10), (green[z][x] / 255)
                        / 2 + (float) (Math.random() / 10),
                        (blue[z][x] / 255) / 2
                                + (float) (Math.random() / 10), 1);
            }
            if (data[z][x] >= WATER_LEVEL -10){
            glVertex3f(x, data[z][x], z);
            glVertex3f(x, data[z + 1][x], z + 1);
            }
        }
        glEnd();
    }
    glEndList();

如果你看不懂我的格式很差的代码,那么我使用GL_TRIANGLE_STRIP来呈现。bmp文件中的内容,如果它有任何区别的话。

  1. GL_TEXTURE_MIN_FILTER使用GL_NEAREST/GL_LINEAR。或者提供一些地图。如果没有做到这两点,将导致纹理不完整。
  2. glEnable(GL_TEXTURE_2D)。否则OpenGL将继续忽略任何绑定的纹理。
  3. 在每个glVertex()调用之前提供一些纹理坐标,可能通过glTexCoord()

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