我正在創建Minecraft的noob版本克隆。首先,我想渲染一個立方體並向所有面添加特定紋理以開始。我創建了一個Block類,其中包含來自輸入的頂點,並且具有名爲RenderBlock的輸出函數以使用附加的紋理渲染「塊」。OpenGl錯誤。運行時錯誤位置的多維數據集頂點?
這裏是輸入8個數組代表8個塊的8個頂點座標的函數。
void Block::SetVertices(float UL[],float UR[],float ZR[],float ZL[],float UL2[],float UR2[],float ZR2[],float ZL2[])
{
Front_Square[1][1]=UL[1];
Front_Square[1][2]=UL[2];
Front_Square[1][3]=UL[3];
std::cout << "Front Top Left Coordinates" << std::endl;
std::cout << Front_Square[1][1] << ","<<Front_Square[1][2] << "," << Front_Square[1][3] << std::endl;
Front_Square[2][1]=UR[1];
Front_Square[2][2]=UR[2];
Front_Square[2][3]=UR[3];
std::cout << "Front Top Right Coordinates" << std::endl;
std::cout << Front_Square[2][1] << ","<<Front_Square[2][2] << "," << Front_Square[2][3] << std::endl;
Front_Square[3][1]=ZR[1];
Front_Square[3][2]=ZR[2];
Front_Square[3][3]=ZR[3];
std::cout << "Front Bottom Right Coordinates" << std::endl;
std::cout << Front_Square[3][1] << ","<<Front_Square[3][2] << "," << Front_Square[3][3] << std::endl;
Front_Square[4][1]=ZL[1];
Front_Square[4][2]=ZL[2];
Front_Square[4][3]=ZL[3];
std::cout << "Front Bottom Left Coordinates" << std::endl;
std::cout << Front_Square[4][1] << ","<<Front_Square[4][2] << "," << Front_Square[4][3] << std::endl;
//--------------BACK SQUARE------------------------------------------------------------------------------------------------------------------------//
Back_Square[1][1]=UL2[1];
Back_Square[1][2]=UL2[2];
Back_Square[1][3]=UL2[3];
Back_Square[2][1]=UR2[1];
Back_Square[2][2]=UR2[2];
Back_Square[2][3]=UR2[3];
Back_Square[3][1]=ZR2[1];
Back_Square[3][2]=ZR2[2];
Back_Square[3][3]=ZR2[3];
Back_Square[4][1]=ZL2[1];
Back_Square[4][2]=ZL2[2];
Back_Square[4][3]=ZL2[3];
};
這裏是函數渲染塊。
void Block::RenderBlock(const char*SideTexture)
{
glEnable(GL_TEXTURE_2D);
Tex[1]=loadTexture(SideTexture);
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Front_Square[1][1],Front_Square[1][2],Front_Square[1][3]);//FTL
glTexCoord2f(1.0f, 1.0f); glVertex3f(Front_Square[2][1],Front_Square[2][2],Front_Square[2][3]);//FTR
glTexCoord2f(1.0f, 0.0f); glVertex3f(Front_Square[3][1],Front_Square[3][2],Front_Square[3][3]);//FBR
glTexCoord2f(0.0f, 0.0f); glVertex3f(Front_Square[4][1],Front_Square[4][2],Front_Square[4][3]);//FBL
glEnd();
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Back_Square[1][1],Back_Square[1][2],Back_Square[1][3]);//BTL
glTexCoord2f(1.0f, 1.0f); glVertex3f(Back_Square[2][1],Back_Square[2][2],Back_Square[2][3]);//BTR
glTexCoord2f(1.0f, 0.0f); glVertex3f(Back_Square[3][1],Back_Square[3][2],Back_Square[3][3]);//BBR
glTexCoord2f(0.0f, 0.0f); glVertex3f(Back_Square[4][1],Back_Square[4][2],Back_Square[4][3]);//BBL
glEnd();
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Back_Square[1][1],Back_Square[1][2],Back_Square[1][3]);//BTL
glTexCoord2f(1.0f, 1.0f); glVertex3f(Front_Square[1][1],Front_Square[1][2],Front_Square[1][3]);//FTL
glTexCoord2f(1.0f, 0.0f); glVertex3f(Front_Square[4][1],Front_Square[4][2],Front_Square[4][3]);//FBL
glTexCoord2f(0.0f, 0.0f); glVertex3f(Back_Square[4][1],Back_Square[4][2],Back_Square[4][3]);//BBL
glEnd();
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Back_Square[2][1],Back_Square[2][2],Back_Square[2][3]);//BTR
glTexCoord2f(1.0f, 1.0f); glVertex3f(Front_Square[2][1],Front_Square[2][2],Front_Square[2][3]);//FTR
glTexCoord2f(1.0f, 0.0f); glVertex3f(Front_Square[3][1],Front_Square[3][2],Front_Square[3][3]);//FBR
glTexCoord2f(0.0f, 0.0f); glVertex3f(Back_Square[3][1],Back_Square[3][2],Back_Square[3][3]);//BBR
glEnd();
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Back_Square[4][1],Back_Square[4][2],Back_Square[4][3]);//BBL
glTexCoord2f(1.0f, 1.0f); glVertex3f(Back_Square[3][1],Back_Square[3][2],Back_Square[3][3]);//BBR
glTexCoord2f(1.0f, 0.0f); glVertex3f(Front_Square[3][1],Front_Square[3][2],Front_Square[3][3]);//FBR
glTexCoord2f(0.0f, 0.0f); glVertex3f(Front_Square[4][1],Front_Square[4][2],Front_Square[4][3]);//FBL
glEnd();
glBindTexture(GL_TEXTURE_2D, Tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Back_Square[1][1],Back_Square[1][2],Back_Square[1][3]);//BTL
glTexCoord2f(1.0f, 1.0f); glVertex3f(Back_Square[2][1],Back_Square[2][2],Back_Square[2][3]);//BTR
glTexCoord2f(1.0f, 0.0f); glVertex3f(Front_Square[2][1],Front_Square[2][2],Front_Square[2][3]);//FTR
glTexCoord2f(0.0f, 0.0f); glVertex3f(Front_Square[1][1],Front_Square[1][2],Front_Square[1][3]);//FTL
glEnd();
glDisable(GL_TEXTURE_2D);
};
2陣列爲塊的污垢和草 污垢
float TL[] = {0.0f,-1.0f,1.0f,0.0f};
float TR[] = {0.0f,1.0f,1.0f,0.0f};
float BR[] = {0.0f,1.0f,-1.0f,0.0f};
float BL[] = {0.0f,-1.0f,-1.0f,0.0f};
float TL2[] = {0.0f,-1.0f,1.0f,-2.0f};
float TR2[] = {0.0f,1.0f,1.0f,-2.0f};
float BR2[] = {0.0f,1.0f,-1.0f,-2.0f};
float BL2[] = {0.0f,-1.0f,-1.0f,-2.0f}
草
float DTL[] = {0.0f,-1.0f,1.0f+Grass_XChan,0.0f};
float DTR[] = {0.0f,1.0f,1.0f+Grass_XChan,0.0f};
float DBR[] = {0.0f,1.0f,-1.0f+Grass_XChan,0.0f};
float DBL[] = {0.0f,-1.0f,-1.0f+Grass_XChan,0.0f};
float DTL2[] = {0.0f,-1.0f,1.0f+Grass_XChan,-2.0f};
float DTR2[] = {0.0f,1.0f,1.0f+Grass_XChan,-2.0f};
float DBR2[] = {0.0f,1.0f,-1.0f+Grass_XChan,-2.0f};
float DBL2[] = {0.0f,-1.0f,-1.0f+Grass_XChan,-2.0f};
對不起長碼。這裏是Main.cpp,如果你想看到它。
#include <GL/glut.h>
#include <iostream>
#include <assert.h>
#include <fstream>
#include "block.h"
using namespace std;
float positionX = 0.0f;
float positionY = 0.0f;
float positionZ = -4.0f;
float angle = 0.0f;
float RotX=0.01f;
float RotY=0.0f;
float RotZ=0.0f;
float Grass_XChan=2.0f;
float Grass_ZChan=-2.0f;
bool Render = true;
Block Dirt;
Block Grass;
float TL[] = {0.0f,-1.0f,1.0f,0.0f};
float TR[] = {0.0f,1.0f,1.0f,0.0f};
float BR[] = {0.0f,1.0f,-1.0f,0.0f};
float BL[] = {0.0f,-1.0f,-1.0f,0.0f};
float TL2[] = {0.0f,-1.0f,1.0f,-2.0f};
float TR2[] = {0.0f,1.0f,1.0f,-2.0f};
float BR2[] = {0.0f,1.0f,-1.0f,-2.0f};
float BL2[] = {0.0f,-1.0f,-1.0f,-2.0f};
float DTL[] = {0.0f,-1.0f,1.0f+Grass_XChan,0.0f};
float DTR[] = {0.0f,1.0f,1.0f+Grass_XChan,0.0f};
float DBR[] = {0.0f,1.0f,-1.0f+Grass_XChan,0.0f};
float DBL[] = {0.0f,-1.0f,-1.0f+Grass_XChan,0.0f};
float DTL2[] = {0.0f,-1.0f,1.0f+Grass_XChan,-2.0f};
float DTR2[] = {0.0f,1.0f,1.0f+Grass_XChan,-2.0f};
float DBR2[] = {0.0f,1.0f,-1.0f+Grass_XChan,-2.0f};
float DBL2[] = {0.0f,-1.0f,-1.0f+Grass_XChan,-2.0f};
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(positionX, positionY, positionZ);
glPushMatrix();
glRotatef(angle,RotX,RotY,RotZ);
Dirt.RenderBlock("C:/Users/Progr_Anim/Desktop/textures/DirtBottom.bmp");
Grass.RenderBlock("C:/Users/Progr_Anim/Desktop/textures/GrassTop.bmp");
glPopMatrix();
glutSwapBuffers();
}
//-------------------------------------------------------------------------------------------------------------------------------------------
void HandleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (float)w/(float)h, 1.0, 200.0);
}
void Camera(unsigned char key,int x,int y)
{
switch(key)
{
case 'w':
positionZ += 0.08f;
break;
case 's':
positionZ -= 0.08f;
break;
case 'a':
positionX += 0.08f;
break;
case 'd':
positionX -= 0.08f;
break;
case 'c':
if(angle>=360.0f)
{
angle=0.0f;
}
angle+=5.0f;
break;
case '1':
angle = 0.0f;
RotX=1.0f;
RotY=0.0f;
RotZ=0.0f;
break;
case '2':
angle = 0.0f;
RotX=0.0f;
RotY=1.0f;
RotZ=0.0f;
break;
case '3':
angle = 0.0f;
RotX=0.0f;
RotY=0.0f;
RotZ=1.0f;
break;
case 'q':
exit(0);
break;
}
}
int main(int argc, char** argv)
{
Dirt.SetVertices(TL,TR,BR,BL,TL2,TR2,BR2,BL2);
Grass.SetVertices(DTL,DTR,DBR,DBL,DTL2,DTR2,DBR2,DBL2);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
//Create Window
glutInitWindowSize(640,480);
glutCreateWindow("Love");
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glutDisplayFunc(display);
glutReshapeFunc(HandleResize);
glutKeyboardFunc(Camera);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
這裏是旋轉立方體的視頻,其中Grass塊位於頂部,Dirt塊位於底部。 Link
你弄糟了你的頂點位置。我不打算分析代碼,看看你出錯的地方,但那肯定是出了什麼問題。只需重新制作頂點位置/紋理座標,希望您能夠做到。 – Aaron
我不知道哪個雖然.... –
它可能會更快,只是重做它,然後找到並糾正錯誤的頂點。 – Aaron