我正在开发一个带有openGL部分的项目。 scenegraph部分基于核心OpenGL1.0,仍然使用glBegin和glEnd。
现在我在其上添加新内容并且必须使用VAO。我是初学者并使用QOpenGLFunctions_3_0
,因为我无法从openGL注册表中找到gl3.h
现在的问题是我使用GL_TEXTURE_2D
glBegin(GL_QUADS)
,它有效,
我画单glDrawElements( GL_QUADS, 4, GL_UNSIGNED_BYTE, 0);
它也有效。
但是当我使用GL_TEXTURE_2D
和glDrawElements( GL_QUADS...
时,纹理不会正确生成。请告诉我使用它的正确方法。
这是代码
/** draws Texture */
class TextureNode
: public Node
{
public:
TextureNode( const cv::Mat& mat )
{
m_mat = mat;
}
TextureNode( const std::string& id, const cv::Mat& mat )
: Node( id )
{
m_mat = mat;
}
~TextureNode()
{
//glDeleteTextures( 1, &m_texture[0] );
}
void init( TraversalContext& context )
{
initializeOpenGLFunctions();
struct Vertex {
GLfloat position[3];
GLfloat texcoord[2];
GLfloat normal[3];
};
const int NUM_VERTS = 4;
const int NUM_INDICES = 4;
Vertex vertexdata[NUM_VERTS] = {
{{0, 0, 0}, {0,0}, {0,0,1}},
{{0, 100, 0}, {0,1}, {0,0,1}},
{{100, 100, 0}, {1,1}, {0,0,1}},
{{100, 0, 0}, {1,0}, {0,0,1}},
};
GLubyte indexdata[NUM_INDICES] = { 0, 1, 2, 3 };
// Create and bind a VAO
glGenVertexArrays(1, &m_quadVAO);
glBindVertexArray(m_quadVAO);
glGenBuffers(1, &m_quadPositionVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_quadPositionVBO);
// copy data into the buffer object
glBufferData(GL_ARRAY_BUFFER, NUM_VERTS * sizeof(Vertex), vertexdata, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
glGenBuffers(1, &m_quadIndexVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_quadIndexVBO);
// copy data into the buffer object
glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUM_INDICES * sizeof(GLubyte), indexdata, GL_STATIC_DRAW);
// Create and bind a texture
glGenTextures(1, &m_texture); // Create The Texture
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_mat.cols, m_mat.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, m_mat.data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
//////// At this point the VAO is set up with two vertex attributes
//////// referencing the same buffer object, and another buffer object
//////// as source for index data. We can now unbind the VAO, go do
//////// something else, and bind it again later when we want to render
//////// with it.
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(NULL);
//////glBindBuffer(GL_ARRAY_BUFFER, NULL);
//glBindTexture( GL_TEXTURE_2D, NULL );
//////glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
}
/** apply transformation */
void doWork( TraversalContext& context )
{
//QTime time;
//time.start();
initializeOpenGLFunctions();
glDisable( GL_LIGHTING );
glEnable(GL_TEXTURE_2D);
glBindVertexArray( m_quadVAO );
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glActiveTexture(GL_TEXTURE0 + m_texture - 1 );
glBindTexture(GL_TEXTURE_2D, m_texture);
glDrawElements( GL_QUADS, 4, GL_UNSIGNED_BYTE, 0);
//glBegin(GL_QUADS);
// glColor3d( 0,0,0 );
// glTexCoord2f(1.0f, 0.0f); glVertex2d( 0, 0 );
// glTexCoord2f(1.0f, 1.0f); glVertex2d( 0, m_mat.rows );
// glTexCoord2f(0.0f, 1.0f); glVertex2d( m_mat.cols, m_mat.rows );
// glTexCoord2f(0.0f, 0.0f); glVertex2d( m_mat.cols, 0 );
//glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBindVertexArray(0);
glEnable( GL_LIGHTING );
}
void destroy( TraversalContext& context )
{
glDeleteVertexArrays( 1, &m_quadVAO );
glDeleteTextures(1,&m_texture);
glDeleteBuffers(1, &m_quadPositionVBO);
glDeleteBuffers(1, &m_quadTexcoordVBO);
glDeleteBuffers(1, &m_quadIndexVBO);
}
protected:
GLuint m_quadVAO;
GLuint m_quadPositionVBO;
GLuint m_quadTexcoordVBO;
GLuint m_quadIndexVBO;
GLuint m_texture;
///** list of vertices */
GLfloat m_vertices[4][2];
cv::Mat m_mat;
};
答案 0 :(得分:0)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
这是使用通用顶点属性,但这只有在使用共享器时才有意义,并且afaik不能使用固定功能管道。创建着色器以使用它们,或者使用glVertexPointer
,glTexCoordPointer
和/或glNormalPointer
代替。
glActiveTexture(GL_TEXTURE0 + m_texture - 1 );
这是不正确的。 glActiveTexture
选择要绑定的纹理单元;它根本不使用纹理名称。由于您不使用着色器,因此应该只有glActiveTexture(GL_TEXTURE0)
。
附注:您不需要使用索引缓冲区来绘制单个四边形;您可以改为使用glDrawArrays
。