我试图在VB.NET中使用OpenGL 3.3(OpenTK)进行纹理处理。但是当我尝试将纹理映射到Quad时,我遇到了一个奇怪的问题导致以下输出: Output
实际图片是:
守则是:
Imports OpenTK
Imports OpenTK.Graphics.OpenGL
Imports System.IO
Imports System.Drawing.Imaging
Public Class Form1
Private vertices() As Vector3 = {New Vector3(0.5F, 0.5F, 0.0F),
New Vector3(0.5F, -0.5F, 0.0F),
New Vector3(-0.5F, -0.5F, 0.0F),
New Vector3(-0.5F, 0.5F, 0.0F)}
Private texcoords() As Vector2 = {New Vector2(1.0F, 1.0F),
New Vector2(1.0F, 0.0F),
New Vector2(0.0F, 0.0F),
New Vector2(0.0F, 1.0F)}
Private indices() As UInteger = {0, 1, 3,
1, 2, 3}
Private VBO, VAO, EBO As Integer
Private vert_shader_source, frag_shader_source As String
Private vertex_shader, fragment_shader, shader_program As Integer
'--------------
Private texture As Integer
Private texture_bmp As New Bitmap("Textures/tex4.jpg")
Private TBO As Integer
Private Sub load_texture(ByRef tex_bmp As Bitmap, ByRef texture_index As Integer)
GL.Enable(EnableCap.Texture2D)
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest)
GL.GenTextures(1, texture_index)
GL.BindTexture(TextureTarget.Texture2D, texture_index)
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, CInt(TextureMinFilter.Linear))
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, CInt(TextureMagFilter.Linear))
Dim data As BitmapData = tex_bmp.LockBits(New System.Drawing.Rectangle(0, 0, tex_bmp.Width, tex_bmp.Height), ImageLockMode.[ReadOnly], System.Drawing.Imaging.PixelFormat.Format32bppArgb)
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0)
tex_bmp.UnlockBits(data)
End Sub
Private Sub Form1_Load(sender As Object, e As EventArgs) Handles MyBase.Load
vert_shader_source = openShader("Shaders/vertex.glsl")
frag_shader_source = openShader("Shaders/fragment.glsl")
createShaders()
create_handles()
createVAO()
'---------------
load_texture(texture_bmp, texture)
End Sub
Sub create_handles()
VAO = GL.GenVertexArray()
VBO = GL.GenBuffer()
EBO = GL.GenBuffer()
'-------------
TBO = GL.GenBuffer()
End Sub
Private Sub GlControl1_Load(sender As Object, e As EventArgs) Handles GlControl1.Load
End Sub
Sub copy_to_gpu()
GL.BindBuffer(BufferTarget.ArrayBuffer, VBO)
GL.BufferData(Of Vector3)(BufferTarget.ArrayBuffer, New IntPtr(vertices.Length * Vector3.SizeInBytes),
vertices, BufferUsageHint.StaticDraw)
GL.BindBuffer(BufferTarget.ElementArrayBuffer, EBO)
GL.BufferData(BufferTarget.ElementArrayBuffer, New IntPtr(indices.Length * Len(New UInteger)),
indices, BufferUsageHint.StaticDraw)
'-----------
GL.BindBuffer(BufferTarget.TextureBuffer, TBO)
GL.BufferData(Of Vector2)(BufferTarget.TextureBuffer, New IntPtr(texcoords.Length * Vector2.SizeInBytes),
texcoords, BufferUsageHint.StaticDraw)
End Sub
Sub link_vertex_attribs()
GL.EnableVertexAttribArray(0)
GL.BindBuffer(BufferTarget.ArrayBuffer, VBO)
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, False, Vector3.SizeInBytes, 0)
'-------------
GL.EnableVertexAttribArray(1)
GL.BindBuffer(BufferTarget.TextureBuffer, TBO)
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, False, Vector3.SizeInBytes, 0)
End Sub
Sub createVAO()
GL.BindVertexArray(VAO)
copy_to_gpu()
link_vertex_attribs()
GL.BindBuffer(BufferTarget.ArrayBuffer, 0)
GL.BindVertexArray(0)
End Sub
Sub createShaders()
'vertex shader
vertex_shader = GL.CreateShader(ShaderType.VertexShader)
GL.ShaderSource(vertex_shader, vert_shader_source)
GL.CompileShader(vertex_shader)
'fragment shader
fragment_shader = GL.CreateShader(ShaderType.FragmentShader)
GL.ShaderSource(fragment_shader, frag_shader_source)
GL.CompileShader(fragment_shader)
'create shader program
shader_program = GL.CreateProgram()
'attach shader program
GL.AttachShader(shader_program, vertex_shader)
GL.AttachShader(shader_program, fragment_shader)
'link shader program
GL.LinkProgram(shader_program)
GL.DeleteShader(vertex_shader)
GL.DeleteShader(fragment_shader)
End Sub
Function openShader(location As String) As String
Dim ret As String = ""
Try
' Open the file using a stream reader.
Using sr As New StreamReader(location)
Dim line As String
' Read the stream to a string and write the string to the console.
line = sr.ReadToEnd()
ret &= line
End Using
Catch e As Exception
MsgBox("Error Opening shader", MsgBoxStyle.Critical, "Error")
Me.Close()
End Try
Return ret
End Function
Private Sub GlControl1_Paint(sender As Object, e As PaintEventArgs) Handles GlControl1.Paint
GL.ClearColor(0.2F, 0.3F, 0.3F, 1.0F)
GL.Clear(ClearBufferMask.ColorBufferBit)
GL.UseProgram(shader_program)
''''''''
GL.ActiveTexture(TextureUnit.Texture0)
GL.BindTexture(TextureTarget.Texture2D, texture)
GL.Uniform1(GL.GetUniformLocation(shader_program, "ourTexture"), 0)
''''''''
GL.BindVertexArray(VAO)
GL.DrawElements(BeginMode.Triangles, 6, DrawElementsType.UnsignedInt, 0)
GL.BindVertexArray(0)
GlControl1.SwapBuffers()
End Sub
Private Sub Form1_FormClosing(sender As Object, e As FormClosingEventArgs) Handles Me.FormClosing
GL.DeleteVertexArray(VAO)
GL.DeleteBuffer(VBO)
GL.DeleteBuffer(EBO)
GL.DeleteTexture(texture)
End Sub
End Class
我正在单独存储顶点数据和纹理坐标,并试图使用BufferData分别对GPU进行缓冲。
问题似乎是BufferData无法正常工作。因为我分配给纹理坐标的任何值,输出都不受影响!
这是顶点着色器:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position.x, position.y, position.z, 1.0);
TexCoord = texCoord;
}
Fragment Shader:
#version 330 core
out vec4 color;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
color = texture(ourTexture, TexCoord);
}
但是,如果我将片段着色器调整为:
color = texture(ourTexture, vec2(TexCoord.x-1.0f,1.0f-TexCoord.y));
它有效..但纹理坐标似乎不会影响输出。
答案 0 :(得分:2)
这里有几个问题
1)存储纹理坐标的缓冲区不是纹理缓冲区。纹理缓冲区用于处理纹理的数据,而不是用于存储纹理坐标。纹理坐标是属性,类似于位置,颜色等,必须存储在GL_ARRAY_BUFFER
。
2)由于纹理缓冲区不能用作属性的输入,因此对VertexAttribPointer
的第二次调用仍然使用位置vbo,它可以准确地给出结果(纹理坐标范围从-0.5到0.5)。将纹理坐标vbo绑定到GL_ARRAY_BUFFER
。
3)上传数据时,您使用2维向量,但在VertexAttribPointer
调用中,您告诉OpenGL您的数据由3d向量组成。正确的代码是:
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, False, Vector2.SizeInBytes, 0)