我对OpenGL很陌生我一直在http://open.gl/上学习教程。我试图将它们扩展到学校项目中。我遇到了多个纹理无法正确渲染的问题。出于某种原因,先前的纹理在下一个纹理下面“徘徊”。我不确定这里发生了什么会非常欣赏一些见解。我有一张下面问题的图片,我想清楚地显示了问题和下面的代码。
这是imgur上的链接,因为我还不能在这里发布图片: Picture of Issue
以下是代码:
//Needed for SDL GLEW Support
#define NO_SDL_GLEXT
//Headers
#include <GL/glew.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <iostream>
#include <ctime>
#include <SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Shader sources
const char* vertexSource =
"#version 150\n"
"in vec2 position;"
"in vec3 color;"
"in vec2 texcoord;"
"out vec3 Color;"
"out vec2 Texcoord;"
"uniform mat4 trans;"
"void main() {"
" Color = color;"
" Texcoord = texcoord;"
" gl_Position = vec4( position, 0.0, 1.0 );"
"}";
const char* fragmentSource =
"#version 150\n"
"in vec3 Color;"
"in vec2 Texcoord;"
"out vec4 outColor;"
"uniform sampler2D texture;"
"uniform int texNum;"
"void main() {"
" outColor = texture( texture, Texcoord );"
"}";
int main( int argc, char *argv[] )
{
//Create the SDL Window
SDL_Init( SDL_INIT_VIDEO );
SDL_Surface* surface = SDL_SetVideoMode( 1280, 720, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_OPENGL );
SDL_WM_SetCaption( "OpenGL", 0 );
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
//Enable transparency
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Create Vertex Array Object
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers( 1, &vbo );
float backgroundVertices[] = {
// Position Color Texcoords
//Background
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
//X
-0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
-0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
-0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
-0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
-0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
-0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
//Y
0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
//Logo
-0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
0.25f, 0.7f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
0.25f, 0.7f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
-0.25f, 0.7f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
-0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f //Bottom-left
};
glBindBuffer( GL_ARRAY_BUFFER, vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof( backgroundVertices ), backgroundVertices, GL_STATIC_DRAW );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( backgroundVertices ), backgroundVertices, GL_STATIC_DRAW );
// Create and compile the vertex shader
GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &vertexSource, NULL );
glCompileShader( vertexShader );
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentSource, NULL );
glCompileShader( fragmentShader );
// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glBindFragDataLocation( shaderProgram, 0, "outColor" );
glLinkProgram( shaderProgram );
glUseProgram( shaderProgram );
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation( shaderProgram, "position" );
glEnableVertexAttribArray( posAttrib );
glVertexAttribPointer( posAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), 0 );
GLint colAttrib = glGetAttribLocation( shaderProgram, "color" );
glEnableVertexAttribArray( colAttrib );
glVertexAttribPointer( colAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), (void*)( 2 * sizeof( float ) ) );
GLint texAttrib = glGetAttribLocation( shaderProgram, "texcoord" );
glEnableVertexAttribArray( texAttrib );
glVertexAttribPointer( texAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), (void*)( 5 * sizeof( float ) ) );
// Load textures
GLuint textures[4];
glGenTextures( 4, textures );
int width, height;
unsigned char* image;
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textures[0] );
image = SOIL_load_image( "menubackground.png", &width, &height, 0, SOIL_LOAD_RGBA );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
SOIL_free_image_data( image );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, textures[1] );
image = SOIL_load_image( "winona.png", &width, &height, 0, SOIL_LOAD_RGBA );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
SOIL_free_image_data( image );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glActiveTexture( GL_TEXTURE2 );
glBindTexture( GL_TEXTURE_2D, textures[2] );
image = SOIL_load_image( "kombat.png", &width, &height, 0, SOIL_LOAD_RGBA );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
SOIL_free_image_data( image );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glActiveTexture( GL_TEXTURE3 );
glBindTexture( GL_TEXTURE_2D, textures[3] );
image = SOIL_load_image( "logo.png", &width, &height, 0, SOIL_LOAD_RGBA );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
SOIL_free_image_data( image );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glActiveTexture( GL_TEXTURE4 );
glBindTexture( GL_TEXTURE_2D, textures[4] );
image = SOIL_load_image( "JaredSpriteSheet.png", &width, &height, 0, SOIL_LOAD_RGBA );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
SOIL_free_image_data( image );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
SDL_Event windowEvent;
while(true)
{
if (SDL_PollEvent(&windowEvent))
{
if (windowEvent.type == SDL_QUIT ) break;
}
// Clear the screen to black
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
//Draw rectangles from the 2 triangles using 6 indices and set textures
//glActiveTexture( GL_TEXTURE0 );
//glBindTexture( GL_TEXTURE_2D, textures[0] );
glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 0 );
glDrawArrays( GL_TRIANGLES, 0, 6 );
//glActiveTexture( GL_TEXTURE1 );
//glBindTexture( GL_TEXTURE_2D, textures[1] );
glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 1 );
glDrawArrays( GL_TRIANGLES, 6, 12 );
//glActiveTexture( GL_TEXTURE2 );
//glBindTexture( GL_TEXTURE_2D, textures[2] );
glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 2 );
glDrawArrays( GL_TRIANGLES, 12, 18 );
//glActiveTexture( GL_TEXTURE3 );
//glBindTexture( GL_TEXTURE_2D, textures[3] );
glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 3 );
glDrawArrays( GL_TRIANGLES, 18, 24 );
glBindTexture( GL_TEXTURE_2D, 0 );
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
glDeleteTextures( 4, textures );
glDeleteProgram( shaderProgram );
glDeleteShader( fragmentShader );
glDeleteShader( vertexShader );
glDeleteBuffers( 1, &vbo );
glDeleteVertexArrays( 1, &vao );
}