尝试使用textureUnit1

时间:2016-08-27 07:49:36

标签: android opengl-es textures openscenegraph

我想在两个约束条件下渲染具有纹理的Openscenegraph模型:

1)使用着色器(opengles20) 2)将纹理上传到GPU上的textureUnit1(不是默认的textureUnit0)

我认为我做得对,但我仍然得到非纹理模型(只有网格)。

以下是着色器(请注意我使用了gl_MultiTexCoord1):

static const char gVertexShader1[] = {
    "varying vec2 texCoords;\n"
    "void main()\n"
    "{\n"
    "   texCoords = gl_MultiTexCoord1.st;\n"
    "   gl_Position = ftransform();\n"
    "}\n"
};

static const char gFragmentShader1[] = {
    "varying vec2 texCoords;\n"
    "uniform sampler2D tex;\n"
    "void main()\n"
    "{\n"
    "   gl_FragColor = texture2D(tex, texCoords);\n"
    "}\n"
};

加载的osg模型还在所有纹理图像中指定纹理单元1,例如:

  textureUnit 1 {
    GL_TEXTURE_2D ON
    Texture2D {
      UniqueID Texture2D_1
      file "/storage/sdcard0/osg/textures/p51d-jw-05.png"
      wrap_s REPEAT
      wrap_t REPEAT
      wrap_r CLAMP
      min_filter LINEAR_MIPMAP_LINEAR
      mag_filter LINEAR
      maxAnisotropy 1
      borderColor 0 0 0 0
      borderWidth 0
      useHardwareMipMapGeneration TRUE
      unRefImageDataAfterApply TRUE
      internalFormatMode USE_IMAGE_DATA_FORMAT
      resizeNonPowerOfTwo TRUE
    }

最后是C ++代码:

        //Load model
        osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(newModel.filename);

        //Assign program
        osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet();
        osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader1 );
        osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gFragmentShader1 );
        osg::Program * prog = new osg::Program;
        prog->addShader ( vshader );
        prog->addShader ( fshader );
        ss->setAttributeAndModes(prog);

        //Uniforms
        osg::ref_ptr<osg::Texture2D> bodyTexture = new osg::Texture2D;
        bodyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
        bodyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
        bodyTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        bodyTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
        ss->setTextureAttributeAndModes(1, bodyTexture.get());
        ss->addUniform(new osg::Uniform("tex", 1));

有什么想法吗?

谢谢,

JM

1 个答案:

答案 0 :(得分:0)

将纹理设置为tex单元1的方式是正确的,您确定要加载的模型还包含索引1处的纹理坐标吗?

确保有这样的tex coords,否则尝试重用不同的tex coord索引,如gl_MultiTexCoord0