使用OpenGL显示两个对象。纹理表现不尽如人意

时间:2017-12-06 11:33:42

标签: c++ textures shader opengl-3

嗨,我正在尝试使用OpenGL显示两个对象,1)一个旋转立方体,混合了两个纹理(木箱模式和笑脸)在前景和2)矩形板,只有一个纹理(深灰色木材)作为背景。当我注释掉控制矩形板显示的部分代码时,旋转立方体显示两种纹理(木箱 >笑脸)。否则,立方体仅显示木箱纹理,深灰木纹理也显示在矩形板上,即 笑脸纹理从旋转立方体 。请找到图像1)http://oi68.tinypic.com/2la4r3c.jpg(带有矩形板部分代码注释)和2)http://i67.tinypic.com/9u9rpf.jpg(没有矩形板部分代码评论)。代码的相关部分粘贴在下面

// Rotating Cube ===================================================
// Texture of wooden crate
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader_box.Program, "ourTexture1"), 0);

// Texture of a smiley
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader_box.Program, "ourTexture2"), 1);

// lets use the box shader for the cube
ourShader_box.Use();

// transformations for the rotating cube ---------------------------------
glm::mat4 model_box, model1, model2;
glm::mat4 view_box;
glm::mat4 perspective;

perspective = glm::perspective(45.0f, (GLfloat)width_screen/(GLfloat)height_screen, 0.1f, 200.0f);

model1 = glm::rotate(model_box, (GLfloat)glfwGetTime()*1.0f, glm::vec3(0.5f, 1.0f, 0.0f));
model2 = glm::rotate(model_box, (GLfloat)glfwGetTime()*1.0f, glm::vec3(0.0f, 1.0f, 0.5f));
model_box = model1 * model2;

view_box= glm::translate(view_box, glm::vec3(1.0f, 0.0f, -3.0f));

GLint modelLoc_box = glGetUniformLocation(ourShader_box.Program, "model");
GLint viewLoc_box = glGetUniformLocation(ourShader_box.Program, "view");
GLint projLoc_box = glGetUniformLocation(ourShader_box.Program, "perspective");

glUniformMatrix4fv(modelLoc_box, 1, GL_FALSE, glm::value_ptr(model_box));
glUniformMatrix4fv(viewLoc_box, 1, GL_FALSE, glm::value_ptr(view_box));
glUniformMatrix4fv(projLoc_box, 1, GL_FALSE, glm::value_ptr(perspective));  
// --------------------------------------------------------------------

// Draw calls
glBindVertexArray(VAO_box);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);

// Rectangular Plate =====================================================
// Background Shader
ourShader_bg.Use();

// Texture of dark grey wood
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texture_wood);
glUniform1i(glGetUniformLocation(ourShader_bg.Program, "ourTexture3"), 2);

// Transformations -------------------------------------------
glm::mat4 model_bg;
glm::mat4 view_bg;

GLint modelLoc_bg = glGetUniformLocation(ourShader_bg.Program, "model");
GLint viewLoc_bg= glGetUniformLocation(ourShader_bg.Program, "view");
GLint projLoc_bg = glGetUniformLocation(ourShader_bg.Program, "perspective");

glUniformMatrix4fv(modelLoc_bg, 1, GL_FALSE, glm::value_ptr(model_bg));
glUniformMatrix4fv(viewLoc_bg, 1, GL_FALSE, glm::value_ptr(view_bg));
glUniformMatrix4fv(projLoc_bg, 1, GL_FALSE, glm::value_ptr(perspective));   
// -----------------------------------------------------------

// Draw calls
glBindVertexArray(VAO_bg);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// =================================================================

关于此代码我有两个问题。

  • 为什么笑脸会消失?
  • 这是多少个对象应该呈现的?我知道OpenGL不关心对象,它只关心顶点,但在这种情况下,这些是独立的,不相交的对象。那么,我应该将它们组织成两个VBO绑定到单个VAO,还是作为单独的VBO,每个VBO绑定到每个对象的两个VAO?或者是这样的情况,无论哪种方式都很好 - 取决于编码人员的选择和优雅的代码?

1 个答案:

答案 0 :(得分:1)

您使用相同的着色器,相同的矩阵,并且两个对象(三角形)具有相同的几何类型,那么为什么要将着色器设置两次? 你有没有试过;

  • 设置着色器
  • 绑定缓冲区#1
  • 绑定纹理#1
  • 绘制对象#1
  • 绑定缓冲区#2
  • Bind texture#2
  • 绘制对象#2