我尝试使用SDL2为Wavefront Objects的OpenGL渲染加载纹理(目前我正在使用固定管道进行测试,但我最终计划转向着色器)。问题是应用于四边形的加载纹理(以及使用纹理右下角的一小部分的模型)看起来像:
A sample of the effect http://image-upload.de/image/daKaEf/e433b140c9.png This is the texture I used
当使用SDL函数绘制时,图像加载很好并且看起来完全正常,因此可能转换为OGL纹理已被破坏。请注意,我启用了alpha混合,纹理仍然完全不透明 - 因此值不是完全随机的,可能不是未初始化的内存。 这是我转换表面的代码(从这里的各种教程和问题拼凑而成):
GLuint glMakeTexture(bool mipmap = false, int request_size = 0) { // Only works on 32 Bit Surfaces
GLuint texture = 0;
if ((bool)_surface) {
int w,h;
if (request_size) { // NPOT and rectangular textures are widely supported since at least a decade now; you should never need this...
w = h = request_size;
if (w<_surface->w || h<_surface->h) return 0; // No can do.
} else {
w = _surface->w;
h = _surface->h;
}
SDL_LockSurface(&*_surface);
std::cout<<"Bits: "<<(int)_surface->format->BytesPerPixel<<std::endl;
Uint8 *temp = (Uint8*)malloc(w*h*sizeof(Uint32)); // Yes, I know it's 4...
if (!temp) return 0;
// Optimized code
/*for (int y = 0; y<h; y++) { // Pitch is given in bytes, so we need to cast to 8 bit here!
memcpy(temp+y*w*sizeof(Uint32),(Uint8*)_surface->pixels+y*_surface->pitch,_surface->w*sizeof(Uint32));
if (w>_surface->w) memset(temp+y*w*sizeof(Uint32)+_surface->w,0,(w-_surface->w)*sizeof(Uint32));
}
for (int y = _surface->h; y<h; y++) memset(temp+y*w*sizeof(Uint32),0,w*sizeof(Uint32));
GLenum format = (_surface->format->Rmask==0xFF)?GL_RGBA:GL_BGRA;*/
// Naive code for testing
for (int y = 0; y<_surface->h; y++)
for (int x = 0; x<_surface->w; x++) {
int mempos = (x+y*w)*4;
SDL_Color pcol = get_pixel(x,y);
temp[mempos] = pcol.r;
temp[mempos+1] = pcol.g;
temp[mempos+2] = pcol.b;
temp[mempos+3] = pcol.a;
}
GLenum format = GL_RGBA;
SDL_UnlockSurface(&*_surface);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
if (mipmap) glTexParameteri(texture, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, temp);
if (mipmap) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
free(temp); // Always clean up...
}
return texture;
}
编辑:_surface实际上是SDD_Surface的std :: shared_ptr。因此,&amp; *何时(取消)锁定它。
顺便说一下,SDL声称表面在我的机器上被格式化为32位RGBA,我已经检查过了。
绑定纹理并绘制四边形的代码在这里:
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,_texture[MAP_KD]);
static bool once = true;
if (once) {
int tex;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex);
bool valid = glIsTexture(tex);
std::cout<<tex<<" "<<valid<<std::endl;
once = false;
}
glBegin(GL_TRIANGLE_STRIP);
//glColor3f(1.f,1.f,1.f);
glNormal3f(0,1,0);
glTexCoord2f(0.f,0.f); glVertex3f(0,0,0);
glTexCoord2f(0.f,1.f); glVertex3f(0,0,1);
glTexCoord2f(1.f,0.f); glVertex3f(1,0,0);
glTexCoord2f(1.f,1.f); glVertex3f(1,0,1);
glEnd();
稍后从索引列表中提取ax;代码太长了,无法在这里分享(此外,除纹理外,它的工作正常)。
我还尝试过将_surface-&gt;像素传递给glTexImage2D()的许多教程中的天真方法,但这对任何一方都没有帮助(我听说它是错误的方法) ,因为音高!=宽度* BytesPerPixel一般)。 已经过时的&#34;优化&#34;代码看起来完全一样,顺便说一句(正如预期的那样)。为了更好的测试,我编写了下半部分。将所有像素设置为特定颜色或使纹理部分透明按预期工作,因此我假设OpenGL正确加载temp中的值。我很可能对SDL2 Surfaces中的内存布局有所了解。
最终编辑:解决方案(重置GL_UNPACK_ROW_LENGTH是关键,感谢Peter Clark):
GLuint glTexture(bool mipmap = false) {
GLuint texture = 0;
if ((bool)_surface) {
GLenum texture_format, internal_format, tex_type;
if (_surface->format->BytesPerPixel == 4) {
if (_surface->format->Rmask == 0x000000ff) {
texture_format = GL_RGBA;
tex_type = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
texture_format = GL_BGRA;
tex_type = GL_UNSIGNED_INT_8_8_8_8;
}
internal_format = GL_RGBA8;
} else {
if (_surface->format->Rmask == 0x000000ff) {
texture_format = GL_RGB;
tex_type = GL_UNSIGNED_BYTE;
} else {
texture_format = GL_BGR;
tex_type = GL_UNSIGNED_BYTE;
}
internal_format = GL_RGB8;
}
int alignment = 8;
while (_surface->pitch%alignment) alignment>>=1; // x%1==0 for any x
glPixelStorei(GL_UNPACK_ALIGNMENT,alignment);
int expected_pitch = (_surface->w*_surface->format->BytesPerPixel+alignment-1)/alignment*alignment;
if (_surface->pitch-expected_pitch>=alignment) // Alignment alone wont't solve it now
glPixelStorei(GL_UNPACK_ROW_LENGTH,_surface->pitch/_surface->format->BytesPerPixel);
else glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, _surface->w, _surface->h, 0, texture_format, tex_type, _surface->pixels);
if (mipmap) {
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT,4);
glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
}
return texture;
}
答案 0 :(得分:3)
您需要告诉OpenGL图像的对齐方式是glPixelStorei(GL_UNPACK_ALIGNMENT, [1,2,4,8]
)。这将是2的最大幂,它是8的音高除数。如果它不是可接受的值之一,则可能需要另外设置GL_UNPACK_ROW_LENGTH
- 请参阅this answer for more details and advice on that topic。需要注意的一点是,GL_UNPACK_ROW_LENGTH
是行长,以像素为单位,其中SDL_Surface::pitch
是行长,以字节为单位。最重要的是,您必须确保将internal_format,format和pixel_type设置为与SDL_Surface包含的内容相匹配。 One more resource on this topic.
您也没有创建complete texture when not using mipmaps。要创建一个没有mipmap的“完整”纹理(可以读取或写入的纹理),必须使用glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
指定最大mipmap级别为0(基本图像),因为默认值为1000。
请注意:您正在使用glTexParameteri(texture, GL_GENERATE_MIPMAP, GL_TRUE)
自动生成mipmap。虽然这应该有用(虽然我不熟悉),be aware that this method is deprecated赞成现代OpenGL中的glGenerateMipmaps
。
// Load texture into surface...
// Error check..
// Bind GL texture...
// Calculate required align using pitch (largest power of 2 that is a divisor of pitch)
glPixelStorei(GL_UNPACK_ALIGNMENT, align);
//glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); // row_length = pitch / bytes_per_pixel
glTexImage2D(
GL_TEXTURE_2D,
0,
internal_format,
sdl_surface->w,
sdl_surface->h,
0,
format,
pixel_type,
sdl_surface->pixels);
// Check for errors
if(use_mipmaps)
{
glGenerateMipmap(GL_TEXTURE_2D);
// Check for errors
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, /* filter mode */);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, /* filter mode */);
// Check for errors
}
else
{
// This makes the texture complete
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, /* filter mode */);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, /* filter mode */);
// Check for errors
}
// Potentially reset GL_UNPACK_ALIGNMENT and/or GL_UNPACK_ROW_LENGTH to their default values
// Cleanup
请注意,在我标记为glGetError()
的{{1}}处添加一些错误检查并不是一个坏主意。您可以打印错误(如果有)然后放置断点/断言。我通常使用一个宏来解决这个问题,因此我可以在发布版本中禁用大多数错误检查 - 这样做的结果是:
Check for errors
进行错误检查总是一个好主意,它可能会显示有关它发生了什么的一些信息。虽然,因为听起来驱动程序在一些未定义的行为之后崩溃,但在这种情况下它可能不会。
我认为值得一提的是,在回答这个问题之前我并没有意识到这个问题。我没有碰到它,因为我通常使用stb_image
来加载纹理。我提出的原因是在#ifdef MYPROJ_GRAPHICS_DEBUG
#define ASSERT_IF_GL_ERROR \
{ \
GLenum last_error = glGetError(); \
if(last_error != GL_NO_ERROR); \
{ \
printf("GL Error: %d", last_error); \
} \
__debugbreak(); // Visual Studio intrinsic - other compilers have similar intrinsics
}
#else
#define ASSERT_IF_GL_ERROR
#endif
的文档中声明“图像扫描线之间或像素之间没有填充,无论格式如何。”,意思是{{1为你处理它。如果您可以控制必须加载的图像(例如,如果您正在制作游戏并控制资产的创建)stb_image
是另一种图像加载选项。