如何在多纹理对象后使用漫反射纹理绘制对象

时间:2011-11-08 10:44:37

标签: iphone ios ipad opengl-es multitexturing

我正在使用多纹理绘制一个对象。这很好但是当我使用漫反射纹理绘制其他对象之后,该漫反射纹理会与之前的纹理绑定。我知道我必须停用除默认值以外的纹理单位,我必须在GL_TEXTURE0处制作活动纹理单元,但它不起作用。

这是我的代码

glClientActiveTexture(GL_TEXTURE0); // first texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordOffset);
glClientActiveTexture(GL_TEXTURE1); // second texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordLightOffset);

// Enable 2D texturing for the first texture.
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);

// Enable 2D texturing for the second texture.
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);

// We are trying for the multi-textured lighting effect from the OpenGL
// ES 2.0 book, page  223, Figure 10-3. The relevant shader equation is
// basecolor * (lightcolor + 0.25), so we set the constant as a base colour
glColor4f(0.25f, 0.25f, 0.25f, 1.0f);


// Set the light map has the current texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_new_tex);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// add the light map to the constant 0.25
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);

// Now set the background map (bricks) and modulate (multiply)
glActiveTexture(GL_TEXTURE1);
// we'll keep this code here as _texSelection will never be our lightmap
glBindTexture(GL_TEXTURE_2D, m_sky);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

/* Set the texture environment mode for this texture to combine */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

/* Set the method we're going to combine the two textures by. */
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);

/* Use the previous combine texture as source 0*/
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);

/* Use the current texture as source 1 */
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);

/*
 Set what we will operate on, in this case we are going to use
 just the texture colours.
 */
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);


glBindBuffer(GL_ARRAY_BUFFER, drawable.VertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawable.IndexBuffer);

glDrawElements(GL_TRIANGLES, drawable.IndexCount, GL_UNSIGNED_SHORT, 0);

glDisable(GL_TEXTURE_2D);

对于简单的漫反射纹理,在绑定纹理之前我必须编写什么命令?

任何其他示例代码都会有所帮助。

1 个答案:

答案 0 :(得分:1)

首先,您必须为每个未使用的纹理单元禁用纹理(glDisable(GL_TEXTURE_2D))。当然,您还必须为未使用的纹理单元禁用纹理坐标数组,因此在第二个纹理单元处于活动状态时调用glDisableClientState(GL_TEXTURE_COORD_ARRAY)(在调用glClientActiveTexture(GL_TEXTURE1)之后)。

当您完成多纹理时,您当然必须致电glActiveTexture(GL_TEXTURE0)glClientActiveTexture(GL_TEXTURE0)。 Othwerise所有以下纹理操作都适用于纹理单元1而不是0。

但是在我对你的另一个问题的回答中已经说明了所有这些事情。你有没看过那个?

编辑:顺便说一下,由glTexParameter更改的状态是按纹理对象存储的,而不是按单位存储的。所以你不需要在创建纹理之后调用每个帧,这就足够了。

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