OpenGL 3.3 - 我只能绑定到GL_TEXTURE0

时间:2015-03-05 21:37:44

标签: c++ opengl textures sfml

我一直试图按照OpenGL-3.3教程进行一段时间,但似乎我只能将纹理绑定到GL_TEXTURE0,否则我会得到一个黑色方块。

示例:

这有效

    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0 + 0);
    glBindTexture(GL_TEXTURE_2D, texture1);
    glUniform1i(glGetUniformLocation(shader.program, "our_texture1"), 0);

    shader.bind();

    glBindVertexArray(vertex_array);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    glBindVertexArray(0);

这不是

    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0 + 1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    glUniform1i(glGetUniformLocation(shader.program, "our_texture1"), 1);

    shader.bind();

    glBindVertexArray(vertex_array);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    glBindVertexArray(0);

详细说明:

shader.bind只需拨打glUseProgram

即可

顶点着色器:

     #version 330 core

    layout (location = 0) in vec3 position;
    layout (location = 1) in vec3 color;
    layout (location = 2) in vec2 tex_coords;
    out vec4 our_color;
    out vec2 our_tex_coords;

    void main()
    {
        gl_Position = vec4(position, 1.0f);
        our_color = vec4(color, 1.0f);
        our_tex_coords = tex_coords;
    }

Fragment Shader:

    #version 330 core

    out vec4 color;
    in vec4 our_color;
    in vec2 our_tex_coords;

    uniform sampler2D our_texture1;

    void main()
    {
        color = texture(our_texture1, our_tex_coords);
    }

纹理创建:

    GLuint texture1;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    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_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    sf::Image image1;
    if (!image1.loadFromFile("../Assets/container.jpg"))
    {
        error();
    }

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image1.getSize().x, image1.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1.getPixelsPtr());
    glGenerateMipmap(GL_TEXTURE_2D);

    glBindTexture(GL_TEXTURE_2D, 0);

我可以检查文件是否正确加载。什么可能出错?

2 个答案:

答案 0 :(得分:2)

早期的答案告诉您如何更改代码以使其工作,但给出了错误的解释。按顺序:

glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(shader.program, "our_texture1"), 1);

shader.bind();

shader.bind()调用glUseProgram()时,序列确实存在问题。但它与glActiveTexture()无关,glUniform1i()与当前绑定的程序完全无关。

glUseProgram()调用在当前绑定的程序上设置统一值。因此,关键是您在 glUniform*()之前致电glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, texture1); shader.bind(); glUniform1i(glGetUniformLocation(shader.program, "our_texture1"), 1); 。例如,以下序列将起作用:

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答案 1 :(得分:1)

您的代码看起来不错。 但我认为应该在glActiveTexture之前调用shader.bind()。

进一步提示:如果您希望在使用缩小时对纹理进行抗锯齿处理,请使用GL_LINEAR_MIPMAP_LINEAR而不是GL_LINEAR。这应该是开箱即用的,因为你已经生成了MIPMaps。

祝你好运, 克里斯