我试图在同一场景中使用多个纹理,但无论我尝试什么,为每个对象加载相同的纹理。所以我现在正在做的事情,我初始化每个着色器:
rightWall.SendShaders("wall.vert","wall.frag","brick3.bmp", "wallTex", 0);
demoFloor.SendShaders("floor.vert","floor.frag","dirt1.bmp", "floorTex", 1);
SendShaders中的代码是:
GLuint vert,frag;
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
char *vs = NULL,*fs = NULL;
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead(vertFile);
fs = textFileRead(fragFile);
const char * ff = fs;
const char * vv = vs;
glShaderSource(vert, 1, &vv, NULL);
glShaderSource(frag, 1, &ff, NULL);
free(vs); free(fs);
glCompileShader(vert);
glCompileShader(frag);
program = glCreateProgram();
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glUseProgram(program);
LoadGLTexture(textureImage, texture);
然后在主循环中:
rightWall.UseShader("wallTex");
rightWall.Draw();
demoFloor.UseShader("floorTex");
demoFloor.Draw();
UseShader中的代码:
void GraphicsObject :: UseShader(char textureName []){
glUseProgram(program);
GLint location = glGetUniformLocation(program, textureName);
glUniform1i(location, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
}
最后,纹理加载方法:
int GraphicsObject :: LoadGLTexture(const char fileName []){
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
int arraySize = strlen(fileName);
arraySize += 1;
if (TextureImage[0]=LoadBMP(fileName, arraySize))
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->sizeX,
TextureImage[0]->sizeY, 0, GL_RGB,
GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
return 1;
}
AUX_RGBImageRec * GraphicsObject :: LoadBMP(const char fileName [],int arraySize){
FILE *File=NULL;
LPWSTR pwszFileName;
int lenW;
BSTR unicodestr;
lenW = MultiByteToWideChar(CP_ACP, 0, fileName, arraySize, 0,0);
DWORD bottom = GetLastError();
unicodestr = SysAllocStringLen(0, lenW);
MultiByteToWideChar(CP_ACP,0, fileName, arraySize,
unicodestr,lenW);
SysFreeString(unicodestr);
DWORD tit = GetLastError();
if (!fileName)
{
return NULL;
}
File=fopen(fileName,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad((LPCWSTR)unicodestr);
}
return NULL;
}
最后初始化的着色器是用于两个对象的纹理。感谢您的时间,感谢您的评论。
答案 0 :(得分:3)
就像你必须在使用着色器进行渲染之前调用glUseProgram(程序)一样,你还必须在渲染之前直接绑定正确的纹理。
代码应如下所示:
glUseProgram(program1);
glBindTexture(GL_TEXTURE_2D, texture1);
// render calls for object 1
glUseProgram(program2);
glBindTexture(GL_TEXTURE_2D, texture2);
// render calls for object 2
此外,Uniforms也必须在渲染之前直接设置,而不是在着色器初始化时设置。
所以在你的情况下,部分
GLint location = glGetUniformLocation(program, textureName);
glUniform1i(location, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
不属于SendShaders函数,但属于UseShader!
答案 1 :(得分:1)
我要指出显而易见的事实,以确保你可以排除它。
您的纹理图像数据真的不同吗?您是否检查过纹理加载代码以确保获得纹理的不同文件?