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c++ - sf::Texture 以错误的方式应用

转载 作者:IT老高 更新时间:2023-10-28 22:41:46 25 4
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在我的 2D 等距引擎中,我有以下类:

maps(variable)/layers(variable)/cubes(variable)/sides(6)/points(4)/coordinates(3)

enter image description here

  • 每个 sides 包含 4 个 points(1 point = 1 coordinate(x, y,z))。
  • 每个立方体包含 6 个面。
  • 我可以用立方体创建一个我想要的大小的 map (相同,我想要的大小)。

文件夹:

assets/numTexture/numLight.png

我用 numTexture 和 numLight 计算了一个数字,它是 textureNumberEntry(我将所有 numLight.png(textures) 加载到一个数组中)。

但是纹理出错了:

enter image description here

我在图层类中定义了我的立方体坐标:

for(int J = 0; J < mapSize; J++)
{
for(int I = 0; I < mapSize; I++)
{
x = (J - I) * (cubeSize/2);
y = (J + I) * (cubeSize/4);

c = new cube(cubeSize, x, y, z, I, J);
cs.push_back(*c);
}
}

在 side.cpp 中,我在 sideType 上有一个开关(如果它是顶部、左侧等...我定义不同点的坐标)。每个立方体我有 6 个(这里只有数据)

像这样:

    switch(typeSide)
{
case 0://DOWN_SIDE
light = 0;

tmp_x = x + (size/2);
tmp_y = y + (size/2);
p0 = new point(tmp_x, tmp_y, tmp_z);

tmp_x = x + size;
tmp_y = y + (3 * (size/4));
p1 = new point(tmp_x, tmp_y, tmp_z);

tmp_x = x + (size/2);
tmp_y = y + size;
p2 = new point(tmp_x, tmp_y, tmp_z);

tmp_x = x;
tmp_y = y + (3 * (size/4));
p3 = new point(tmp_x, tmp_y, tmp_z);
break;

//ETC. ....

还有函数display()来显示 map :

void GRAPHICS_HANDLER::display()
{
x = 0;
y = 0;

if(maps.size() > 0 && maps[0].layers().size() > 0)//If there is any map and layers to display
{
for(int l = 0; l <= getCurrentLayerID(); l++)//FOR EACH LAYER, WE STOP TO THE CURRENT EDITED LAYER
{
for(unsigned int c = 0; c < maps[currentMapID].layers()[l].cubes().size(); c++)//FOR EACH CUBES
{
if(maps[currentMapID].layers()[l].cubes()[c].getFlat())//If flat mode is enabled: to draw texture like grass, etc...(cf. screen): We draw only one side
{
for(unsigned int p = 0; p < 4; p++)//FOR EACH POINTS
{
//--------------------------------------------------------------------------------------LOAD MAP-----------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------CUBE CLICK DETECTION::TEXTURE CHANGE--------------------------------------------------//
if(cubeClicked || brushMode && currentSelectedCube > -1 && currentSelectedCube < maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes().size())
{
maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes()[currentSelectedCube].setTexture(currentSelectedTexture);

if(!brushMode)
cubeClicked = false;
}
//--------------------------------------------------------------------------CUBE CLICK DETECTION::TEXTURE CHANGE--------------------------------------------------//
//--------------------------------------------------------------------------------------CURSOR - NOT WORKING-----------------------------------------------------------------------------------------------------------------//
//...
//--------------------------------------------------------------------------------------CURSOR - NOT WORKING-----------------------------------------------------------------------------------------------------------------*/

if(enableOffset)
{
x = maps[currentMapID].layers()[l].cubes()[c].sides()[0]->pointPosition(p)[0] + offsetLeft;//it's like doing something like point[p].x + offset left
y = maps[currentMapID].layers()[l].cubes()[c].sides()[0]->pointPosition(p)[1] + offsetTop;
}
else
{
x = maps[currentMapID].layers()[l].cubes()[c].sides()[0]->pointPosition(p)[0];//it's like doing something like point[p].x + offset left
y = maps[currentMapID].layers()[l].cubes()[c].sides()[0]->pointPosition(p)[1];
}

points[p].position = sf::Vector2f(x, y);
points[p].texCoords = sf::Vector2f(x, y);

//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//
//GRID DISPLAY //MISS AN EDGE .
isoGrid[p].position = points[p].position;
isoGrid[p].color = sf::Color(195, 195, 195, gridOpacity);
//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//

maps[currentMapID].layers()[l].cubes()[c].sides()[0]->setLight(5);
textureEntryNumber = (maps[currentMapID].layers()[l].cubes()[c].sides()[0]->getTexture() - 1) * 9 + (maps[currentMapID].layers()[l].cubes()[c].sides()[0]->getLight() - 1);//WRONG
//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------LOAD MAP-----------------------------------------------------------------------------------------------------------//
}
//--------------------------------------------------------------------------------------DISPLAY MAP-----------------------------------------------------------------------------------------------------------//
if(grid && maps[currentMapID].layers()[l].cubes()[c].sides()[0]->getTexture() <= 1)//IF GRID = TRUE OR TEXTURE LESS OR EQUAL TO 1 => DISPLAY GRID
{
if(l == maps[currentMapID].currentLayerId())
{
window->draw(isoGrid);
}
}
else if(maps[currentMapID].layers()[l].cubes()[c].sides()[0]->getTexture() > 1)//IF THERE IS ANY TEXTURE TO DISPLAY(>1) => DISPLAY TEXTURE
{
window->draw(points, &textures[textureEntryNumber]);
}
//--------------------------------------------------------------------------------------DISPLAY MAP-----------------------------------------------------------------------------------------------------------//
}
else
{
for(unsigned int s = 0; s < 6; s++)//FOR EACH SIDES(side number will always be 6, no need to make this dynamic
{
for(unsigned int p = 0; p < 4; p++)//FOR EACH POINTS
{
//--------------------------------------------------------------------------------------LOAD MAP-----------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------CUBE CLICK DETECTION::TEXTURE CHANGE--------------------------------------------------//
if(cubeClicked || brushMode && currentSelectedCube > -1 && currentSelectedCube < maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes().size())
{
maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes()[currentSelectedCube].setTexture(currentSelectedTexture);

if(flatMode)
maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes()[currentSelectedCube].setFlat(true);
else
maps[currentMapID].layers()[maps[currentMapID].currentLayerId()].cubes()[currentSelectedCube].setFlat(false);


if(!brushMode)
cubeClicked = false;
}
//--------------------------------------------------------------------------CUBE CLICK DETECTION::TEXTURE CHANGE--------------------------------------------------//
//--------------------------------------------------------------------------------------CURSOR - NOT WORKING-----------------------------------------------------------------------------------------------------------------//
//...
//--------------------------------------------------------------------------------------CURSOR - NOT WORKING-----------------------------------------------------------------------------------------------------------------*/

if(enableOffset)
{
x = maps[currentMapID].layers()[l].cubes()[c].sides()[s]->pointPosition(p)[0] + offsetLeft;//it's like doing something like point[p].x + offset left
y = maps[currentMapID].layers()[l].cubes()[c].sides()[s]->pointPosition(p)[1] + offsetTop;
}
else
{
x = maps[currentMapID].layers()[l].cubes()[c].sides()[s]->pointPosition(p)[0];//it's like doing something like point[p].x + offset left
y = maps[currentMapID].layers()[l].cubes()[c].sides()[s]->pointPosition(p)[1];
}

points[p].position = sf::Vector2f(x, y);
points[p].texCoords = sf::Vector2f(x, y);

//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//
//GRID DISPLAY //MISS AN EDGE
if(s ==3)
{
isoGrid[p].position = points[p].position;
isoGrid[p].color = sf::Color(195, 195, 195, gridOpacity);
}
//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//

textureEntryNumber = (maps[currentMapID].layers()[l].cubes()[c].sides()[s]->getTexture() - 1) * 9 + (maps[currentMapID].layers()[l].cubes()[c].sides()[s]->getLight() - 1);//WRONG
//--------------------------------------------------------------------------------------GRID-----------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------LOAD MAP-----------------------------------------------------------------------------------------------------------//
}
//--------------------------------------------------------------------------------------DISPLAY MAP-----------------------------------------------------------------------------------------------------------//
if(grid && maps[currentMapID].layers()[l].cubes()[c].sides()[s]->getTexture() <= 1)//IF GRID = TRUE OR TEXTURE LESS OR EQUAL TO 1 => DISPLAY GRID
{
if(l == maps[currentMapID].currentLayerId())
{
window->draw(isoGrid);
}
}
else if(maps[currentMapID].layers()[l].cubes()[c].sides()[s]->getTexture() > 1)//IF THERE IS ANY TEXTURE TO DISPLAY(>1) => DISPLAY TEXTURE
{
window->draw(points, &textures[textureEntryNumber]);
}
//--------------------------------------------------------------------------------------DISPLAY MAP-----------------------------------------------------------------------------------------------------------//
}
}
}
}
}

window->display();
}

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问题:

  • 纹理只有在有细节的时候才会放大,一种颜色的纹理没有问题(可能是顶点绑定(bind)在一起,即使来自不同的sf::VertexArray

注意:类如 map /图层/立方体/等。 ...只是数据。

应该在屏幕上显示的纹理(numLIght)图像如下所示: enter image description here enter image description here enter image description here

编辑:当图片只是一种颜色,没有细节时,纹理会起作用:

enter image description here

我不知道我的代码出了什么问题。也许,我会重新编写函数 display()...

最佳答案

看起来纹理坐标可能在纹理之外。

如果 pointPosition 函数引用 side.cpp 中的 p0、p1、p2 和 p3 点,那么看起来您也在使用这些点作为纹理坐标。

考虑如何创建一个 2D 正方形-

//Create a VertexArray as quads.
sf::VertexArray vertices;
vertices.setPrimitiveType(sf::Quads);
vertices.resize(4);

//The square position values (same as sf::Vertex::position).
sf::Vector2f v0 = sf::Vector2f(10, 10);
sf::Vector2f v1 = sf::Vector2f(200, 10);
sf::Vector2f v2 = sf::Vector2f(200, 200);
sf::Vector2f v3 = sf::Vector2f(10, 200);

//The texture coordinates (same as sf::Vertex::texCoords).
sf::Vector2f tv0 = sf::Vector2f(0, 0 );
sf::Vector2f tv1 = sf::Vector2f(0+tex.getSize().x, 0 );
sf::Vector2f tv2 = sf::Vector2f(0+tex.getSize().x, tex.getSize().y);
sf::Vector2f tv3 = sf::Vector2f(0, tex.getSize().y);

//Put them in vertices.
vertices[0] = sf::Vertex(v0,tv0);
vertices[1] = sf::Vertex(v1,tv1);
vertices[2] = sf::Vertex(v2,tv2);
vertices[3] = sf::Vertex(v3,tv3);

正方形点不必与纹理坐标相同,因为纹理坐标会延伸到每个正方形点。如果您要更改其中一个正方形点中的一个点,它可能看起来像这样。

之前

enter image description here

之后(v2 更改为 200,300)

enter image description here

我们根本不需要改变纹理坐标,只需要改变顶点位置。

我不确定这是否正是这里发生的事情,因为我看不到 pointPosition 是什么,但这是我最好的猜测。

此外,尝试在纹理外部绘制可能会导致它看起来像图像的边框像素被拉伸(stretch)(可能是您的示例中发生的情况),有时您甚至可以将来自视频内存中其他信息的数据显示为超出纹理内存的结果。

关于c++ - sf::Texture 以错误的方式应用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33852194/

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