我想用OpenGL做一个简单的游戏,关于在屏幕上移动对象,当我按下某个键时它会上升。所以我制作了一个球体,并且我想用图像替换它。
什么方法可以用图像替换代码中的球体(移动的球体)吗?我试图使用一些类似SOIL的库,但是不适用于我。
#include<iostream>
#include<stdlib.h>
#ifdef __APPLE__
#include<openGL/openGL.h>
#include<GLUT/glut.h>
#else
#include<GL/glut.h>
#endif
using namespace std;
float ballX = -0.3f;
float ballY = 0.0f;
float ballZ = -1.0f;
/*
float ballX2 = 0.3f;
float ballY2 = 0.0f;
float ballZ2 = -1.0f;
*/
static int flag = 1;
void drawBall(void) {
glColor3f(0.0, 1.0, 0.0); //set ball colour
glTranslatef(ballX, ballY, ballZ); //moving it toward the screen a bit on creation
glutSolidSphere(0.1, 10, 10); //create ball.
}
void keyPress(int key, int x, int y)
{
if (key == GLUT_KEY_RIGHT)
ballX -= 0.05f;
if (key == GLUT_KEY_LEFT)
ballX += 0.05f;
if (key == GLUT_KEY_UP) {
ballY += 0.05f;
}
glutPostRedisplay();
}
void initRendering()
{
glEnable(GL_DEPTH_TEST);
}
//Called when the window is resized
void handleResize(int w, int h) {
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective
//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(45.0, //The camera angle
(double)w / (double)h, //The width-to-height ratio
1.0, //The near z clipping coordinate
200.0); //The far z clipping coordinate
}
void drawScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawBall();
//drawBall2();
glutSwapBuffers();
}
//float _angle = 30.0f;
void update(int value) {
if (flag)
{
ballX += 0.01f;
if (ballX>0.3)
{
flag = 0;
}
}
if (!flag)
{
ballX -= 0.01f;
if (ballX<-0.3)
{
flag = 1;
}
}
glutPostRedisplay(); //Tell GLUT that the display has changed
//Tell GLUT to call update again in 25 milliseconds
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(720, 720);
glutCreateWindow("Moving Circle");
initRendering();
glutDisplayFunc(drawScene);
glutSpecialFunc(keyPress);
glutReshapeFunc(handleResize);
//autorot();
glutTimerFunc(25, update, 0);
glutMainLoop();
return(0);
}
发布于 2018-06-11 20:26:10
可以使用STB库从文件加载位图。下面的代码从文件加载一个位图,创建一个OpenGL纹理对象并将该位图加载到该对象。在这种情况下,位图是24位RGB BMP文件:
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
unsigned int loadbmp()
{
int cx, cy, ch;
stbi_uc *img = stbi_load("worldmap.bmp", &cx, &cy, &ch, 3);
if ( img == NULL )
return 0;
unsigned int tobj;
glGenTextures(1, &tobj);
glBindTexture(GL_TEXTURE_2D, tobj);
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_MIN_FILTER, GL_LINEAR);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cx, cy, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
stbi_image_free( img );
return tobj;
}
要在球体周围包裹纹理,必须在球体周围分布纹理坐标二次方。这是通过提供gluNewQuadric
,gluQuadricTexture
和gluSphere
。位图必须绑定到纹理单元0(GL_TEXTURE0
),并且不要忘记启用二维纹理(glEnable( GL_TEXTURE_2D )
)。由于纹理的颜色与当前颜色相乘,因此应在以下位置设置“white”颜色:
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
GLUquadric *qobj = gluNewQuadric();
gluQuadricTexture( qobj, GL_TRUE );
gluSphere( qobj, 0.1, 10, 10 );
gluDeleteQuadric( qobj );
glPopMatrix();
glDisable(GL_TEXTURE_2D);
查看预览:
https://stackoverflow.com/questions/-100001664
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