基本上,当我渲染到纹理时,似乎有一部分纹理丢失了。
package org.yourorghere;
import com.jogamp.opengl.util.GLBuffers;
import java.awt.Component;
import java.nio.ByteBuffer;
import javax.media.opengl.*;
import javax.media.opengl.glu.GLU;
public class GLRenderer implements GLEventListener {
int[] textureID = new int[1];
private int floorWidth=48, floorHeight=48;
int[] frameBufferID = new int[1];
int[] depthRenderBufferID = new int[1];
ByteBuffer pixels;
GLU glu;
public void init(GLAutoDrawable drawable) {
glu = new GLU();
System.out.println("init");
GL2 gl = drawable.getGL().getGL2();
System.err.println("INIT GL IS: " + gl.getClass().getName());
// Setup the drawing area and shading mode
gl.glShadeModel(GL2.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
renderShadowsToTexture(gl);
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
}
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
System.out.println("display");
float a = 1.0f;
gl.glMatrixMode(GL2.GL_PROJECTION);
// Reset the current matrix to the "identity"
gl.glLoadIdentity();
glu.gluPerspective(60.0f, (((Component)drawable).getWidth()/
((Component)drawable).getHeight()), 1.0f, 50.0f);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
glu.gluLookAt(0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f);
// Clear the drawing area
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glTranslatef(-2.5f, 0.0f, 0.0f);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
gl.glColor3f(1.0f, 1.0f, 1.0f);
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(0, 0);
gl.glVertex3f(-1.0f,-1.0f, 0.0f);
gl.glTexCoord2f(0, a);
gl.glVertex3f(-1.0f, 1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f( 1.0f, 1.0f, 0.0f);
gl.glTexCoord2f(a, 0);
gl.glVertex3f( 1.0f,-1.0f, 0.0f);
gl.glEnd();
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glRasterPos2d(3, -2);
gl.glDrawPixels(floorWidth, floorHeight, GL2.GL_RGBA, GL2.GL_UNSIGNED_BYTE, pixels);
}
private void renderShadowsToTexture(GL2 gl) {
gl.glGenTextures(1, textureID, 0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
// null means reserve texture memory, but texels are undefined
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
0, GL2.GL_RGB, GL2.GL_FLOAT, null);
gl.glGenFramebuffers(1, frameBufferID, 0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
//Attach 2D texture to this FBO
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
GL2.GL_TEXTURE_2D, textureID[0], 0);
// depth buffer
gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT,
floorWidth, floorHeight);
gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
System.out.println("[Viewer] GL_FRAMEBUFFER_COMPLETE!!");
else
System.out.println("..cazzo ^^");
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
gl.glPointSize(10.0f);
gl.glBegin(GL2.GL_POINTS);
gl.glColor3f(0.0f, 1.0f, 0.0f);
gl.glVertex2d(1.0f, 1.0f); // THIS IS NOT SHOWN
gl.glColor3f(0.0f, 0.0f, 1.0f);
gl.glVertex2d(-1.0f, -1.0f);
gl.glVertex2d(-0.9f, -0.9f);
gl.glEnd();
gl.glPopMatrix();
pixels = GLBuffers.newDirectByteBuffer(floorWidth*floorHeight*4);
gl.glReadPixels(0, 0, floorWidth, floorHeight, GL2.GL_RGBA,
GL2.GL_UNSIGNED_BYTE, pixels);
System.out.println("glIsTexture: "+gl.glIsTexture(textureID[0]));
// bind the back buffer for rendering
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0);
}
public void dispose(GLAutoDrawable glad) {
// throw new UnsupportedOperationException("Not supported yet.");
System.out.println("dispose");
}
}
从左边开始,三角形和第一个四边形使用display()
正常渲染,而右侧的最后一个四边形和下面的四边形分别是贴有纹理映射的四边形和显示纹理本身内容的四边形。
基本上我看不到红色点,只能看到蓝色的。为什么?