【发布时间】:2016-02-24 10:43:17
【问题描述】:
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)
- 每个
sides包含 4 个points(1point= 1coordinate(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地图(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,即 textureNumberEntry(我将所有 numLight.png(textures) 加载到一个数组中)。
但是纹理出错了:
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()来显示地图:
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纹理时才会放大,一种颜色的纹理没有问题(可能是顶点绑定在一起,即使来自不同的
sf::VertexArray。
注意:类如地图/图层/立方体/等。 ...只是数据。
编辑:当图片只是一种颜色,没有细节时,纹理会起作用:
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()...
【问题讨论】:
-
如何设置纹理坐标?一遍又一遍地加载相同的纹理是不好的,但不应该导致这种情况。
-
@Lukas 我编辑了关于如何设置坐标以及如何显示整个内容的帖子。一次又一次地加载它会导致延迟?
-
@Lukas 谢谢你,我解决了我的滞后问题,现在我明白为什么一次又一次加载纹理是错误的,谢谢:)。但它并没有解决纹理问题,它可能来自顶点?由于等距视图,立方体有一些相同的点,也许一些点是连接在一起的?
-
一个写得很好的问题 Madz
-
你能试试checkerboard texture吗?这可能会给你更多的提示。
标签: c++ textures sfml isometric