opengl 给立方体的6个面贴不同的纹理
时间: 2024-03-14 20:47:35 浏览: 122
要给立方体的6个面贴不同的纹理,可以按照以下步骤进行操作:
1. 定义立方体的顶点坐标和纹理坐标
首先需要定义立方体的顶点坐标和纹理坐标。对于每个面,都需要指定4个顶点和对应的纹理坐标。可以使用以下代码定义立方体的顶点坐标和纹理坐标:
```
GLfloat vertices[] = {
// 前面
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
// 后面
0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
// 左面
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
// 右面
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
// 上面
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
// 下面
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
};
```
其中,每个顶点的坐标由3个GLfloat类型的数值组成,分别表示x、y、z三个轴的坐标。每个顶点的纹理坐标由2个GLfloat类型的数值组成,分别表示纹理坐标系下的u、v坐标。
2. 加载纹理图片
然后需要加载6张不同的纹理图片。可以使用SOIL库(Simple OpenGL Image Library)来加载图片。使用以下代码加载纹理图片:
```
GLuint texture[6];
// 加载纹理图片
texture[0] = SOIL_load_OGL_texture("front.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texture[1] = SOIL_load_OGL_texture("back.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texture[2] = SOIL_load_OGL_texture("left.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texture[3] = SOIL_load_OGL_texture("right.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texture[4] = SOIL_load_OGL_texture("up.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texture[5] = SOIL_load_OGL_texture("down.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
// 设置纹理参数
for (int i = 0; i < 6; i++) {
glBindTexture(GL_TEXTURE_2D, texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
```
其中,SOIL_load_OGL_texture函数用于加载图片,第一个参数是图片的路径,第二个参数指定图片的格式,第三个参数是纹理的ID,第四个参数是加载选项。加载完图片后,需要对纹理进行一些设置,例如指定纹理的过滤方式和纹理坐标的环绕方式。
3. 绘制立方体
最后,绘制立方体时需要将6个面分别绑定不同的纹理。可以使用以下代码绘制立方体:
```
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[4]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[5]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glEnd();
glDisable(GL_TEXTURE_2D);
```
其中,glBindTexture函数用于绑定纹理,glTexCoord2f函数用于指定纹理坐标,glBegin和glEnd函数用于定义绘制的几何图形。注意需要在绘制前启用纹理功能,绘制完后再禁用纹理功能。
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