我正在尝试使用GLSL版本330
将纹理映射到对象以下是一些帮助您理解我的问题的代码
Fragment Shader:
#version 330
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec3 vertex_normal;
layout(location = 2) in vec2 texCoord;
out vec2 tCoord;
uniform mat4 modelview;
uniform mat4 projection;
void main() {
gl_Position = projection * modelview * vec4(vertex, 1.0);
tCoord = texCoord;
}
顶点着色器
#version 330
in vec2 tCoord;
uniform sampler2D texture;
out vec4 color;
void main() {
if(tCoord == vec2(0,0))
color = vec4(1.0,0.0,0.0,1.0);
else
color = vec4(0.0,1.0,0.0,1.0);
}
将网格和纹理加载到OpenGL
纹理坐标将使用vertexAttribPointer到位置2(0是位置,1是正常)boudn
创建MeshObj
void MeshObj::setData(const MeshData &meshData) {
mIndexCount = meshData.indices.size();
// TODO: extend this method to upload texture coordinates as another VBO //
// - texture coordinates are at location 2 within the shader code
// create local storage arrays for vertices, normals and indices //
unsigned int vertexDataSize = meshData.vertex_position.size();
unsigned int vertexNormalSize = meshData.vertex_normal.size();
unsigned int vertexTexcoordSize = meshData.vertex_texcoord.size();
GLfloat *vertex_position = new GLfloat[vertexDataSize]();
std::copy(meshData.vertex_position.begin(), meshData.vertex_position.end(), vertex_position);
GLfloat *vertex_normal = NULL;
if (vertexNormalSize > 0) {
vertex_normal = new GLfloat[vertexNormalSize]();
std::copy(meshData.vertex_normal.begin(), meshData.vertex_normal.end(), vertex_normal);
}
GLfloat *vertex_texcoord = NULL;
if (vertexTexcoordSize > 0) {
vertex_texcoord = new GLfloat[vertexTexcoordSize]();
std::copy(meshData.vertex_texcoord.begin(), meshData.vertex_texcoord.end(), vertex_texcoord);
}
GLuint *indices = new GLuint[mIndexCount]();
std::copy(meshData.indices.begin(), meshData.indices.end(), indices);
// create VAO //
if (mVAO == 0) {
glGenVertexArrays(1, &mVAO);
}
glBindVertexArray(mVAO);
// create and bind VBOs and upload data (one VBO per available vertex attribute -> position, normal) //
if (mVBO_position == 0) {
glGenBuffers(1, &mVBO_position);
}
glBindBuffer(GL_ARRAY_BUFFER, mVBO_position);
glBufferData(GL_ARRAY_BUFFER, vertexDataSize * sizeof(GLfloat), &vertex_position[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
if (vertexNormalSize > 0) {
if (mVBO_normal == 0) {
glGenBuffers(1, &mVBO_normal);
}
glBindBuffer(GL_ARRAY_BUFFER, mVBO_normal);
glBufferData(GL_ARRAY_BUFFER, vertexNormalSize * sizeof(GLfloat), &vertex_normal[0], GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
}
if (vertexTexcoordSize > 0) {
if (mVBO_texcoord == 0) {
glGenBuffers(1, &mVBO_texcoord);
}
std::cout << "Texture stuff set" << std::endl;
glBindBuffer(GL_ARRAY_BUFFER, mVBO_texcoord);
glBufferData(GL_ARRAY_BUFFER, vertexTexcoordSize * sizeof(GLfloat), &vertex_texcoord[0], GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(2);
}
// init and bind a IBO //
if (mIBO == 0) {
glGenBuffers(1, &mIBO);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
// unbind buffers //
glBindVertexArray(0);
// make sure to clean up temporarily allocated data, if neccessary //
delete[] vertex_position;
if (vertexNormalSize > 0) {
delete[] vertex_normal;
}
if (vertexTexcoordSize > 0) {
delete[] vertex_texcoord;
}
delete[] indices;
}
渲染场景
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
glActiveTexture(GL_TEXTURE0);
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(),0.0f,-13.0f,-10.0f);
glUniformMatrix4fv(uniformLocations["modelview"], 1, false, glm::value_ptr(glm_ModelViewMatrix.top()));
glBindTexture(GL_TEXTURE_2D, objLoader->getMeshObj("trashbin")->getTexttureID());
glUniform1i(glGetUniformLocation(shaderProgram,"texture"), objLoader->getMeshObj("trashbin")->getTexttureID());
objLoader->getMeshObj("trashbin")->render();
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(),-9.0f,-13.0f,-10.0f);
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), 1.5f,1.5f,1.5f);
glUniformMatrix4fv(uniformLocations["modelview"], 1, false, glm::value_ptr(glm_ModelViewMatrix.top()));
glBindTexture(GL_TEXTURE_2D, objLoader->getMeshObj("ball")->getTexttureID());
glUniform1i(glGetUniformLocation(shaderProgram,"texture"), objLoader->getMeshObj("ball")->getTexttureID());
objLoader->getMeshObj("ball")->render();
// restore scene graph to previous state //
glm_ModelViewMatrix.pop();
渲染网格
void MeshObj::render(void) {
// render your VAO //
if (mVAO != 0) {
glBindVertexArray(mVAO);
glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_INT, (void*)0);
glBindVertexArray(0);
}
}
完成所有这些代码后,现在简要介绍一下我的问题: 在我的着色器中,我正在检查texCoord是否正确传递到着色器,但它始终保持(0,0)。 上传纹理坐标时问题出在哪里?相同的技术适用于vertexPosition和顶点法线...
答案 0 :(得分:3)
glUniform1i(glGetUniformLocation(shaderProgram,"texture"), objLoader->getMeshObj("trashbin")->getTexttureID());
尝试从texUnit
调用中传入纹理单元索引(texObj
)而不是纹理对象ID(glGenTextures()
)。
一般而言:
unsigned int texUnit = 0;
glActiveTexture( GL_TEXTURE0 + texUnit );
glBindTexture( GL_TEXTURE_2D, texObj );
glUniform1i( ..., texUnit );
在你的情况下:
glActiveTexture( GL_TEXTURE0 );
...
glBindTexture( GL_TEXTURE_2D, objLoader->getMeshObj("trashbin")->getTexttureID() );
glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 0 );
答案 1 :(得分:1)
您不会在glTexImage2D
在绑定纹理下方添加此项,以便为OpenGL提供纹理
//example parameters, substitute with your own.
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
//just parameters for texture(optional)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
参考glTexImage2D: