我可以加载一个纹理 我可以创建一个纹理数组来传递纹素数据(例如这里) https://www.opengl.org/wiki/Array_Texture
但是当我将图像数据传递给glTexSubImage3D时,我看不到任何东西。
源代码: https://github.com/omenking/17array_texture
#include <iostream>
using namespace std;
#include <cstdlib>
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
GLFWwindow* window;
#define WINDOW_HEIGHT 768
#define WINDOW_WIDTH 1024
#include "common/shaders.h"
#include "common/texture.h"
#include "common/controls.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
static void error_callback(int error, const char* description);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
int main(void)
{
if (!glfwInit()) {
fprintf( stderr, "Failed to initialize GLFW\n" );
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE , GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Ortho", NULL, NULL);
if (!window) {
fprintf(stderr, "Failed to create window\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glfwSetErrorCallback(error_callback);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursorPos(window, WINDOW_WIDTH/2, WINDOW_HEIGHT/2);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
if (GL_EXT_texture_array){
fprintf(stderr, "GL_EXT_texture_array\n");
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
GLuint vai; // vertex array id
glGenVertexArrays(2, &vai);
glBindVertexArray(vai);
char vert[] = "shaders/triangles.vert";
char frag[] = "shaders/triangles.frag";
GLuint program = load_shaders(vert,frag);
GLuint matrix_id = glGetUniformLocation(program, "MVP");
GLuint texture_id = glGetUniformLocation(program, "material");
GLsizei width = 16;
GLsizei height = 16;
GLsizei layerCount = 2;
GLsizei mipLevelCount = 1;
unsigned char* data = bmp_data("uvtemplate.bmp");
//unsigned char* data = bmp_data("tiles.bmp");
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_id);
//GLubyte texels[32] =
//{
////Texels for first image.
//0, 0, 0, 255,
//255, 0, 0, 255,
//0, 255, 0, 255,
//0, 0, 255, 255,
////Texels for second image.
//255, 255, 255, 255,
//255, 255, 0, 255,
//0, 255, 255, 255,
//255, 0, 255, 255,
//};
//glTexStorage3D(GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount);
//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, layerCount, GL_RGBA, GL_UNSIGNED_BYTE, texels);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_BGR, width, height, layerCount);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, layerCount, GL_BGR, GL_UNSIGNED_BYTE, data);
//glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
delete [] data;
GLuint vbo;
GLuint uvbo;
glGenBuffers(1, &vbo);
glGenBuffers(1, &uvbo);
// prep tile
GLfloat vertex[] = {
-1, 1,0,
1, 1,0,
1,-1,0,
-1, 1,0,
-1,-1,0,
1,-1,0,
};
GLfloat uv[] = {
//-1, 1,0,
//1, 1,0,
//1,-1,0,
//-1, 1,0,
//-1,-1,0,
//1,-1,0,
0.000059f, 1.0f-0.000004f,
0.000103f, 1.0f-0.336048f,
0.335973f, 1.0f-0.335903f,
0.000059f, 1.0f-0.000004f,
0.000103f, 1.0f-0.336048f,
0.335973f, 1.0f-0.335903f,
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, uvbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(uv), uv, GL_STATIC_DRAW);
glUseProgram(program);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
glUniformMatrix4fv(matrix_id, 1, GL_FALSE, &MVP[0][0]);
glUniform1i(texture_id, 0);
// render tile
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glBindBuffer(GL_ARRAY_BUFFER, uvbo);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,(void*)0);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glDeleteProgram(program);
glDeleteVertexArrays(2, &vai);
glfwTerminate();
exit(EXIT_SUCCESS);
}
static void error_callback(int error, const char* description){
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods){
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
}
答案 0 :(得分:2)
传递给glTexStorage3D()
的格式存在问题:
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_BGR, width, height, layerCount);
GL_BGR
不是glTexStorage3D()
的有效格式。仅支持大小的格式。有关有效格式的列表,请参阅man page。在您的情况下,GL_RGB8
可能是您想要的格式:
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGB8, width, height, layerCount);
如果输入数据的字节顺序是GL_BGR
,您仍然可以使用glTexSubImage3D()
作为格式参数。
一些可能会或可能不会导致您当前代码出现问题的次要附注:
这会导致写入超出数组的边界,因为数组的大小为1,但是您请求两个顶点数组名称:
GLuint vai; // vertex array id
glGenVertexArrays(2, &vai);
您需要创建一个包含两个ID的数组,或者将第一个参数更改为1.
glTexParameteri()
个来电,至少需要GL_TEXTURE_MIN_FILTER
的来电。