我尝试在OpenGL中在2页之间制作过渡动画。我有2个QImages对象,tex1 - 当前页面,tex2 - 下一页。掩码是在OpenGL中绘制的图像。
tex1.load ("tex1.jpg", "JPG");
tex1 = tex1.convertToFormat (QImage::Format_RGB888);
tex2.load ("tex2.jpg", "JPG");
tex2 = tex2.convertToFormat (QImage::Format_RGB888);
if (!m_program) {
initializeOpenGLFunctions ();
m_program = new QOpenGLShaderProgram ();
qDebug () << m_program->addShaderFromSourceCode (QOpenGLShader::Vertex,
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"uniform highp mat4 matrix;\n"
"varying highp vec2 coord;\n"
"varying lowp vec4 col;\n"
"void main() {\n"
" col = colAttr;\n"
" coord = vec2(gl_MultiTexCoord0.xy);\n"
" gl_Position = matrix * posAttr;\n"
"}"
);
qDebug () << m_program->addShaderFromSourceCode (QOpenGLShader::Fragment,
"varying highp vec2 coord;\n"
"varying lowp vec4 col;\n"
"uniform sampler2D texx1;\n"
"uniform sampler2D texx2;\n"
"void main() {\n"
" mediump vec4 texture1Color = texture2D(texx1, coord);\n"
" mediump vec4 texture2Color = texture2D(texx2, coord);\n"
" gl_FragColor = mix(texture1Color, texture2Color, col);\n"
);
qDebug () << m_program->link ();
}
qDebug () << m_program->bind ();
int vert = m_program->attributeLocation ("posAttr");
int cols = m_program->attributeLocation ("colAttr");
int matx = m_program->uniformLocation ("matrix");
m_program->enableAttributeArray (vert);
m_program->enableAttributeArray (cols);
GLfloat vertex [40] = {
center_x, current_rgb_top,
center_x, current_mono_top,
current_mono_left, center_y,
current_rgb_left, center_y,
current_rgb_left, center_y,
current_mono_left, center_y,
center_x, current_mono_bottom,
center_x, current_rgb_bottom,
center_x, current_rgb_bottom,
center_x, current_mono_bottom,
current_mono_right, center_y,
current_rgb_right, center_y,
current_rgb_right, center_y,
current_mono_right, center_y,
center_x, current_mono_top,
center_x, current_rgb_top,
center_x, current_mono_top,
current_mono_right, center_y,
center_x, current_mono_bottom,
current_mono_left, center_y,
};
QMatrix4x4 matrix;
matrix.ortho (0., viewportSize.width (), viewportSize.height (), 0., -1, 1);
GLuint m_tex1, m_tex2;
glGenTextures (1, &m_tex1);
glBindTexture (GL_TEXTURE_2D, m_tex1);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex1.width(), tex1.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, tex1.bits());
glBindTexture (GL_TEXTURE_2D, 0);
qDebug() << "tex1 sizes" << tex1.width() << tex1.height();
glGenTextures (1, &m_tex2);
glBindTexture (GL_TEXTURE_2D, m_tex2);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex2.width(), tex2.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, tex2.bits());
glBindTexture (GL_TEXTURE_2D, 0);
qDebug() << "tex2 sizes" << tex2.width() << tex2.height();
glVertexAttribPointer (vert, 2, GL_FLOAT, GL_FALSE, 0, vertex);
glVertexAttribPointer (cols, 3, GL_FLOAT, GL_FALSE, 0, colors);
m_program->setUniformValue (matx, matrix);
glViewport (0, 0, viewportSize.width (), viewportSize.height () );
glDisable (GL_DEPTH_TEST);
glClearColor (0.5, 0.5, 0.5, 1);
glClear (GL_COLOR_BUFFER_BIT);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, m_tex1);
glActiveTexture (GL_TEXTURE1);
glBindTexture (GL_TEXTURE_2D, m_tex2);
GLint m_tex1_loc, m_tex2_loc;
m_tex1_loc = m_program->uniformLocation ("texx1");
m_tex2_loc = m_program->uniformLocation ("texx2");
m_program->setUniformValue (m_tex1_loc, GL_TEXTURE0 - GL_TEXTURE0);
m_program->setUniformValue (m_tex2_loc, GL_TEXTURE1 - GL_TEXTURE0);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 20);
m_program->disableAttributeArray (0);
m_program->disableAttributeArray (1);
m_program->release ();
glEnd ();
纹理颜色始终为黑色,tex1和tex 2为有效图像。控制台中的代码打印:
tex1 sizes 390 520
tex2 sizes 390 520
问题出在哪?
答案 0 :(得分:0)
(...假设其余代码是正确的......),问题在于:
m_program->setUniformValue (m_tex1_loc, m_tex1); m_program->setUniformValue (m_tex2_loc, m_tex2);
如果要在着色器中设置一些sampler
对象以从某个纹理中进行采样,则不要将其值设置为纹理对象,而是设置为 索引具有当前绑定到的纹理的纹理单元 。
由于m_tex1
绑定到GL_TEXTURE0
纹理单元,mtex2
绑定到GL_TEXTURE1
,所以
m_program->setUniformValue (m_tex1_loc, 0);
m_program->setUniformValue (m_tex2_loc, 1);
如果您想更多地考虑GL_TEXTUREX
枚举,请从中减去GL_TEXTURE0
以获取纹理单元的索引:
// same as before. possibly more verbose/explicit
m_program->setUniformValue (m_tex1_loc, GL_TEXTURE0 - GL_TEXTURE0);
m_program->setUniformValue (m_tex2_loc, GL_TEXTURE1 - GL_TEXTURE0);
然后,对其余部分进行挑剔:避免GL_QUADS
(在核心档案中消失);并且glEnable(GL_TEXTURE_2D)
已经没有任何意义(它实际上会引发错误)。