在我的OpenGL应用程序中测试了一些东西后,我知道我的纹理没有正确加载,因为纹理坐标无法从顶点着色器到片段着色器(或者至少它们都被传递为(0,0)我只是不知道为什么。
以下是方块的位置,索引和纹理坐标:
private static final float[] VERTICES = {
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0,
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f
};
private static final int[] INDICES = {
0, 1, 2,
3, 0, 2
};
private static final float[] TEXTURE_COORDINATES = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
以下是我如何将纹理坐标插入索引1的vao中。为了简洁起见,我不会显示我的vao装载机的其他部分,因为它们处于正常工作状态。
int vboTexCoordID = GL15.glGenBuffers();
ModelManager.recordVBO(vboTexCoordID);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboTexCoordID);
FloatBuffer texCoordBuffer = BufferUtils.createFloatBuffer(texCoord.length);
verticesBuffer.put(texCoord);
verticesBuffer.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texCoordBuffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(1,2,GL11.GL_FLOAT, false, 0,0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
这是我的渲染方法:
model.getShader().start(); // this calls GL20.glUseProgram()
GL30.glBindVertexArray(model.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexId());
GL11.glDrawElements(GL11.GL_TRIANGLES, model.getVerticesCount(), GL11.GL_UNSIGNED_INT,0);
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL30.glBindVertexArray(0);
model.getShader().stop();
最后按顺序使用顶点着色器和片段着色器:
#version 330 core
in vec3 position;
in vec2 texCoords;
out vec2 pass_texCoords;
void main(void){
gl_Position = vec4(position.x, position.y, position.z, 1.0);
pass_texCoords = texCoords;
}
片段:
#version 330 core
in vec2 pass_texCoords;
out vec4 out_Color;
uniform sampler2D textureSampler;
void main(void){
out_Color = texture(textureSampler, pass_texCoords);
}
答案 0 :(得分:2)
您永远不会向texCoordBuffer
添加数据:
FloatBuffer texCoordBuffer = BufferUtils.createFloatBuffer(texCoord.length);
verticesBuffer.put(texCoord);
verticesBuffer.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texCoordBuffer, GL15.GL_STATIC_DRAW);
当您调用texCoordBuffer
时, glBufferData()
为空,因为您将纹理坐标存储在verticesBuffer
中。您需要将其更改为:
FloatBuffer texCoordBuffer = BufferUtils.createFloatBuffer(texCoord.length);
texCoordBuffer.put(texCoord);
texCoordBuffer.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texCoordBuffer, GL15.GL_STATIC_DRAW);
您还需要确保用于顶点属性的位置与顶点着色器匹配。最简单的方法是在顶点着色器代码中使用layout
指令:
layout(location=0) in vec3 position;
layout(location=1) in vec2 texCoords;
这指定顶点着色器将从属性0读取位置,并从属性1读取纹理坐标。