我的问题是OpenGL 3.3没有绘制我的纹理。我检查了它是否是我的着色器的问题(它无法正常加载)但是着色器没问题。然后,我检查了它是否是UV坐标的问题,但我看到使用Fragment Shader的代码就可以了:
#version 330 core
out vec3 outColor;
in DATA {
vec2 UV;
} fs_in;
void main() {
outColor = vec3(fs_in.UV.x, fs_in.UV.y, 0.0);
}
最后,我使用了片段着色器的这段代码,但它不起作用:
#version 330 core
out vec3 outColor;
uniform sampler2D mySampler;
in DATA {
vec2 UV;
} fs_in;
void main() {
outColor = texture(mySampler, fs_in.UV).rgb;
}
加载BMP图像并将其提供给OpenGL的代码如下(我在网站上找到它):
GLuint loadTexture(const char *lpszTexturePath) {
unsigned char header[54];
unsigned int dataPos;
unsigned int width, height;
unsigned int imageSize;
unsigned char * data;
FILE *file;
fopen_s(&file, lpszTexturePath, "rb");
if(!file)
printf("Image could not be opened\n"); return 0;
if(fread(header, 1, 54, file) != 54) {
printf("Not a correct BMP file\n");
return false;
}
if(header[0] != 'B' || header[1] != 'M') {
printf("Not a correct BMP file\n");
return 0;
}
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
if(imageSize == 0) imageSize = width*height * 3;
if(dataPos == 0) dataPos = 54;
data = new unsigned char[imageSize];
fread(data, 1, imageSize, file);
fclose(file);
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
return textureID;
}
部分主要代码: GLuint uTextureID = loadTexture(" image.bmp");
while(!glfwWindowShouldClose(lpstWndID)) {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(uProgID);
glBindTexture(GL_TEXTURE_2D, uTextureID);
object.renderObject();
glfwSwapBuffers(lpstWndID);
}
答案 0 :(得分:0)
天哪啊。错误非常......非常......自己看看......
纹理加载器的第10行:
if(!file)
printf("Image could not be opened\n"); return 0;
有人看到一些额外的东西吗? YEAH,它在IF BLOCK外面有一个返回...这个函数正在返回0 ...
谢谢(我是愚蠢的xD)