我使用http://arcsynthesis.org/gltut/上的教程来学习OpenGL,它是必需的,我必须使用它。大多数情况下,我想将教程15中的纹理应用到教程7中的对象(使用UBO的世界)。
现在,似乎纹理仅在打开mipmap时才有效。这有一个缺点:使用的唯一mipmap是索引为零的那个,并且是1个1x1像素的1。我尝试将mipmap的最低级别设置得更高或完全关闭mipmap,但即使这样也无法解决问题,因为这样一切都会变成黑色。现在,我将列出程序中最重要的部分
编辑:我想我会添加更多详细信息......
顶点着色器有这样的东西:
#version 330
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec3 normal;
//Added these later
layout(location = 5) in vec2 texCoord;
out vec2 colorCoord;
smooth out vec4 interpColor;
out vec3 vertexNormal;
out vec3 modelSpacePosition;
out vec3 cameraSpacePosition;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
uniform mat3 normalModelToCameraMatrix;
uniform vec3 dirToLight;
uniform vec4 lightIntensity;
uniform vec4 ambientIntensity;
uniform vec4 baseColor;
uniform mat4 cameraToClipMatrix;
void main()
{
vertexNormal = normal;
vec3 normCamSpace = normalize(normalModelToCameraMatrix * vertexNormal);
cameraSpacePosition = normCamSpace;
float cosAngIncidence = dot(normCamSpace, dirToLight);
cosAngIncidence = clamp(cosAngIncidence, 0, 1);
modelSpacePosition.x = position.x;
modelSpacePosition.y = position.y;
modelSpacePosition.z = position.z;
vec4 temp = modelToWorldMatrix * position;
temp = worldToCameraMatrix * temp;
gl_Position = cameraToClipMatrix * temp;
interpColor = ((lightIntensity * cosAngIncidence) + (ambientIntensity)) * baseColor;
colorCoord= texCoord ;
}
像这样的片段着色器:
#version 330
in vec3 vertexNormal;
in vec3 modelSpacePosition;
smooth in vec4 interpColor;
uniform vec3 modelSpaceLightPos;
uniform vec4 lightIntensity2;
uniform vec4 ambientIntensity2;
out vec4 outputColor;
//Added later
in vec2 colorCoord;
uniform sampler2D colorTexture;
void main()
{
vec3 lightDir2 = normalize(modelSpacePosition - modelSpaceLightPos);
float cosAngIncidence2 = dot(normalize(vertexNormal), lightDir2);
cosAngIncidence2 = clamp(cosAngIncidence2, 0, 1);
float light2DistanceSqr = dot(modelSpacePosition - modelSpaceLightPos, modelSpacePosition - modelSpaceLightPos);
//added
vec4 texture2 = texture(colorTexture, colorCoord);
outputColor = ((ambientIntensity2 + (interpColor*2))/4) +
((((interpColor) * lightIntensity2/200 * cosAngIncidence2) + (ambientIntensity2* interpColor ))
/( ( sqrt(light2DistanceSqr) + light2DistanceSqr)/200 ));
//No outputColor for texture testing
outputColor = texture2 ;
}
}
这些都是着色器。以下是添加到.cpp的部分:
#include <glimg/glimg.h>
#include "../framework/directories.h"
[...]
const int g_colorTexUnit = 0;
GLuint g_checkerTexture = 0;
这里是纹理的加载器:
void LoadCheckerTexture()
{
try
{
std::string filename(LOCAL_FILE_DIR);
filename += "checker.dds";
std::auto_ptr<glimg::ImageSet>
pImageSet(glimg::loaders::dds::LoadFromFile(filename.c_str()));
glGenTextures(1, &g_checkerTexture);
glBindTexture(GL_TEXTURE_2D, g_checkerTexture);
glimg::SingleImage image = pImageSet->GetImage(0, 0, 0);
glimg::Dimensions dims = image.GetDimensions();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, dims.width, dims.height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, image.GetImageData());
glBindTexture(GL_TEXTURE_2D, 0);
}
catch(std::exception &e)
{
printf("%s\n", e.what());
throw;
}
}
当然,我在void init()中得到了这个:
LoadCheckerTexture();
然后在渲染对象时:
glActiveTexture(GL_TEXTURE0 + g_colorTexUnit);
glBindTexture(GL_TEXTURE_2D,g_checkerTexture);
g_pLeftMesh->Render();
glBindSampler(g_colorTexUnit, 0);
glBindTexture(GL_TEXTURE_2D, 0);
通过所有这些,我得到了所有东西的音高,但是当我将outputColor等式改为&#34; texture + outputColor;&#34;时,一切看起来都很正常。我不知道我在这里做错了什么。一位朋友试图帮助我,我们删除了一些不必要的东西,但我们什么都没有运行。
答案 0 :(得分:1)
您添加纹理失败的原因可能是:
uniform textureunit
(Sampler2D
)了吗? (它必须是统一的,否则纹理将无法正常工作)GL_TEXTURE_2D
)?0
?如果不改变布局/多重纹理坐标或设置活动纹理0
这两个代码是简单的纹理着色器(纹理单元0
)没有特殊的东西(如光,混合,凹凸......):
tm_l2g
是转换本地obj空间 - &gt;世界空间(Modelview)
tm_g2s
是转型世界 - &gt;屏幕空间(投影)
pos
是顶点坐标
txt
是纹理坐标
col
是颜色
不要忘记更改统一名称和布局位置。
<强>顶点:强>
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
uniform mat4x4 tm_l2g;
uniform mat4x4 tm_g2s;
layout(location=0) in vec3 pos;
layout(location=1) in vec4 col;
layout(location=2) in vec2 txr;
out smooth vec4 pixel_col;
out smooth vec2 pixel_txr;
//------------------------------------------------------------------
void main(void)
{
vec4 p;
p.xyz=pos;
p.w=1.0;
p=tm_l2g*p;
p=tm_g2s*p;
gl_Position=p;
pixel_col=col;
pixel_txr=txr;
}
//------------------------------------------------------------------
<强>片段:强>
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
in smooth vec4 pixel_col;
in smooth vec2 pixel_txr;
uniform sampler2D txr_texture0;
out layout(location=0) vec4 frag_col;
//------------------------------------------------------------------
void main(void)
{
vec4 col;
col=texture(txr_texture0,pixel_txr.st);
frag_col=col*pixel_col;
}
//------------------------------------------------------------------
[edit1] CPU旧式OpenGL渲染代码(不包括初始化,只能找到它们的渲染代码here)
//------------------------------------------------------------------
// set modelview,projection,textures,bind GLSL programs...
GLfloat a=10.0,z=0.0;
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
// textured quad
glTexCoord2f(0.0,0.0); glVertex3f(-a,-a,z);
glTexCoord2f(0.0,1.0); glVertex3f(-a,+a,z);
glTexCoord2f(1.0,1.0); glVertex3f(+a,+a,z);
glTexCoord2f(1.0,0.0); glVertex3f(+a,-a,z);
// reverse order quad to be shore that at least one passes by CULL_FACE
glTexCoord2f(1.0,0.0); glVertex3f(+a,-a,z);
glTexCoord2f(1.0,1.0); glVertex3f(+a,+a,z);
glTexCoord2f(0.0,1.0); glVertex3f(-a,+a,z);
glTexCoord2f(0.0,0.0); glVertex3f(-a,-a,z);
glEnd();
//------------------------------------------------------------------
[edit2]好了,这里有VAO / VBO渲染代码,......
//------------------------------------------------------------------------------
// enum of VBO locations (it is also your layout location) I use enums for simple in code changes
enum _vbo_enum
{
_vbo_pos=0, // glVertex
_vbo_col, // glColor
_vbo_tan, // glNormal
_vbo_unused0, // unused (at least i dont see anything at this location in your code)
_vbo_unused1, // unused (at least i dont see anything at this location in your code)
_vbo_txr, // glTexCoord
_vbos
};
//------------------------------------------------------------------------------
// 'global' names and size for OpenGL mesh in VAO/VBO ... similar ot texture names/handles
GLuint vao[1],vbo[_vbos],num_pnt=0;
//------------------------------------------------------------------------------
void VAO_init_cube() // call this before VAO use,...but after OpenGL init !
{
//[1] first you need some model to render (mesh), here is a simple cube
// size,position of cube - change it that it is visible in your scene
const GLfloat a=1.0,x=0.0,y=0.0,z=0.0;
// cube points 3f x,y,z
GLfloat mesh_pos[]=
{
x-a,y-a,z-a,x-a,y+a,z-a,x+a,y+a,z-a,x+a,y-a,z-a,
x-a,y-a,z+a,x-a,y+a,z+a,x+a,y+a,z+a,x+a,y-a,z+a,
x-a,y-a,z-a,x-a,y-a,z+a,x+a,y-a,z+a,x+a,y-a,z-a,
x-a,y+a,z-a,x-a,y+a,z+a,x+a,y+a,z+a,x+a,y+a,z-a,
x-a,y-a,z-a,x-a,y+a,z-a,x-a,y+a,z+a,x-a,y-a,z+a,
x+a,y-a,z-a,x+a,y+a,z-a,x+a,y+a,z+a,x+a,y-a,z+a,
};
// cube colors 3f r,g,b
GLfloat mesh_col[]=
{
0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,1.0,
0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,1.0,1.0,0.0,0.0,
0.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,
1.0,0.0,0.0,1.0,1.0,0.0,1.0,1.0,1.0,1.0,0.0,1.0,
};
// cube normals 3f x,y,z
GLfloat mesh_tan[]=
{
-0.6,-0.6,-0.6,-0.6,+0.6,-0.6,+0.6,+0.6,-0.6,+0.6,-0.6,-0.6,
-0.6,-0.6,+0.6,-0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,-0.6,+0.6,
-0.6,-0.6,-0.6,-0.6,-0.6,+0.6,+0.6,-0.6,+0.6,+0.6,-0.6,-0.6,
-0.6,+0.6,-0.6,-0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,-0.6,
-0.6,-0.6,-0.6,-0.6,+0.6,-0.6,-0.6,+0.6,+0.6,-0.6,-0.6,+0.6,
+0.6,-0.6,-0.6,+0.6,+0.6,-0.6,+0.6,+0.6,+0.6,+0.6,-0.6,+0.6,
};
// cube texture coords 2f s,t
GLfloat mesh_txr[]=
{
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
};
// init VAO/VBO
glGenVertexArrays(1,vao); // allocate 1 x VAO
glGenBuffers(_vbos,vbo); // allocate _vbos x VBO
// copy mesh to VAO/VBO ... after this you do not need the mesh anymore
GLint i,sz,n; // n = number of numbers per 1 entry
glBindVertexArray(vao[0]);
num_pnt=sizeof(mesh_pos)/(sizeof(GLfloat)*3); // num of all points in mesh
i=_OpenGLVAOgfx_pos; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_col; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_tan; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_tan,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_txr; n=2; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_txr,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void VAO_draw() // call this to draw your mesh,... need to enable and bind textures,... before use
{
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBindVertexArray(vao[0]);
glEnableVertexAttribArray(_vbo_pos);
glEnableVertexAttribArray(_vbo_col);
glEnableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glEnableVertexAttribArray(_vbo_txr);
glDrawArrays(GL_QUADS,0,num_pnt);
glDisableVertexAttribArray(_vbo_pos);
glDisableVertexAttribArray(_vbo_col);
glDisableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glDisableVertexAttribArray(_vbo_unused1);
glDisableVertexAttribArray(_vbo_txr);
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void VAO_exit() // clean up ... call this when you do not need VAO/VBO anymore
{
glDisableVertexAttribArray(_vbo_pos);
glDisableVertexAttribArray(_vbo_col);
glDisableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glDisableVertexAttribArray(_vbo_unused1);
glDisableVertexAttribArray(_vbo_txr);
glBindVertexArray(0);
glDeleteVertexArrays(1,vao);
glDeleteBuffers(_vbos,vbo);
}
//------------------------------------------------------------------------------
[edit3]如果您是win32 / 64用户,可以尝试我的IDE for GLSL
它非常简单易用,但不能改变纹理/属性位置。按[F1]
获取帮助,按[F9]
运行[F10]
以返回正常的OpenGL模式。 txt-editor有时也很小,但它足以达到我的目的。
答案 1 :(得分:1)
GLuint g_samplers;
//Add Later
void CreateSamplers()
{
glGenSamplers(1, &g_samplers);
glSamplerParameteri(g_samplers, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(g_samplers, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Linear mipmap Nearest
glSamplerParameteri(g_samplers, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(g_samplers, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
我还将此添加到文件中:
glimg::OpenGLPixelTransferParams xfer = glimg::GetUploadFormatType(pImageSet->GetFormat(), 0);
glimg::SingleImage image = pImageSet->GetImage(0, 0, 0);
glimg::Dimensions dims = image.GetDimensions();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dims.width, dims.height, 0,
xfer.format, xfer.type, image.GetImageData());
xfer变量确实将格式和类型调整为dds。 渲染代码也变成了这个:
//Added necessary
glActiveTexture(GL_TEXTURE0 + g_colorTexUnit);
glBindTexture(GL_TEXTURE_2D,g_checkerTexture);
glBindSampler(g_colorTexUnit, g_samplers);
g_pLeftMesh->Render();
glBindSampler(g_colorTexUnit, 0);
glBindTexture(GL_TEXTURE_2D, 0);
当然在init()结束时我需要添加CreateSamplers事物:
//Added this later
LoadCheckerTexture();
CreateSamplers();
我很抱歉所有这一切的麻烦,但是猜测OpenGL真的只是让人感到困惑,我只是运气不好而且说得对。只是张贴这个,以便人们知道