我必须使用OpenGL API和着色器对网格进行纹理化。
为实现这一目标,我做了以下步骤:
加载图片并创建纹理
img::ImageLoader imgLoader;
unsigned char* data = imgLoader.LoadTextureFromFile("../Texturen/brickwork.jpg", &width, &height, true);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
创建顶点,法线和纹理坐标
std::vector<float> v, n, t;
// actual calculation is left out to make it more readable
obj = new GLBatch;
obj->Begin(GL_TRIANGLES, v.size()/3, t.size()/2);{
obj->CopyVertexData3f(v.data());
obj->CopyNormalDataf(n.data());
obj->CopyTexCoordData2f(t.data(), 0);
}obj->End();
加载着色器
shaders = gltLoadShaderPairWithAttributes("VertexShader.glsl", "FragmentShader.glsl", 2,
GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal",
GLT_ATTRIBUTE_TEXTURE0, "vTexCoord");
gltCheckErrors(shaders);
(VertexShader.glsl)
#version 130
in vec4 vVertex;
in vec4 vNormal;
in vec2 vTexCoord;
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
/// Light position in Eye-Space
uniform vec4 light_pos_vs ;
/// Light diffuse color
uniform vec4 light_diffuse ;
uniform vec4 light_ambient ;
/// Light specular color
uniform vec4 light_specular ;
/// Specular power (shininess)
uniform float spec_power;
/// Material parameters
uniform vec4 mat_emissive;
uniform vec4 mat_ambient;
uniform vec4 mat_diffuse;
uniform vec4 mat_specular;
/// output
out vec4 color;
out vec2 texCoords;
void main()
{
texCoords = vTexCoord;
// Transform vertex from objekt to clip-space
gl_Position = mvpMatrix * vVertex ;
// Transform vertex from object to eye-space
vec4 vertex_vs = mvMatrix * vVertex;
vec3 ecPos = vertex_vs.xyz / vertex_vs.w;
// Calculate light direction
vec3 light_dir_vs = normalize(vec3(light_pos_vs.xyz));
// Transform normals from object into eye-space
vec3 normal_vs = normalize(normalMatrix * (vNormal).xyz) ;
// Viewing vector in eye-space
vec3 view_dir_vs = normalize(-ecPos );
// Halfway vektor for Phong-Blinn light modell
vec3 halfway_vs = normalize(view_dir_vs + light_dir_vs ) ;
// Diffuse
float NdotL = max(dot(normal_vs, light_dir_vs),0.0) ;
vec4 diffuse_color = NdotL * mat_diffuse * light_diffuse ;
// Specular
float NdotH = max(dot(normal_vs, halfway_vs),0.0) ;
vec4 specular_color = pow(NdotH ,spec_power) * mat_specular * light_specular ;
// Color output
color = mat_emissive + light_ambient*mat_ambient + diffuse_color + specular_color;
}
(FragmentShader.glsl)
#version 130
in vec2 texCoords;
in vec4 color;
uniform sampler2D textureMap;
out vec4 fragColor;
void main()
{
fragColor = texture(textureMap, texCoords);
fragColor *= color;
}
在显示功能中绘制所有内容
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glLineWidth(INDICATOR_WIDTH);
glBindTexture(GL_TEXTURE_2D, texId);
modelViewMatrix.LoadIdentity();
modelViewMatrix.Translate(0,0,-5);
modelViewMatrix.PushMatrix();{
M3DMatrix44f rot;
m3dQuatToRotationMatrix(rot,rotation);
modelViewMatrix.MultMatrix(rot);
// set shader
glUseProgram(shaders);
// pass matrices
glUniformMatrix4fv(glGetUniformLocation(shaders, "mvpMatrix"), 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glUniformMatrix4fv(glGetUniformLocation(shaders, "mvMatrix"), 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
glUniformMatrix3fv(glGetUniformLocation(shaders, "normalMatrix"), 1, GL_FALSE, transformPipeline.GetNormalMatrix(true));
// pass light properties
glUniform4fv(glGetUniformLocation(shaders, "light_pos_vs"),1,light_pos);
glUniform4fv(glGetUniformLocation(shaders, "light_ambient"),1,light_ambient);
glUniform4fv(glGetUniformLocation(shaders, "light_diffuse"),1,light_diffuse);
glUniform4fv(glGetUniformLocation(shaders, "light_specular"),1,light_specular);
glUniform1f(glGetUniformLocation(shaders, "spec_power"),specular_power);
// pass material properties
glUniform4fv(glGetUniformLocation(shaders, "mat_emissive"),1,mat_emissive);
glUniform4fv(glGetUniformLocation(shaders, "mat_ambient"),1,mat_ambient);
glUniform4fv(glGetUniformLocation(shaders, "mat_diffuse"),1,mat_diffuse);
glUniform4fv(glGetUniformLocation(shaders, "mat_specular"),1,mat_specular);
drawObject();
}modelViewMatrix.PopMatrix();
gltCheckErrors(shaders);
glutSwapBuffers();
glutPostRedisplay();
完成所有这些步骤后,结果看起来很好但没有纹理:(
这里实际发生的是,每个顶点都映射到我的纹理的同一像素,显然是灰色的。
我尝试了从(0,0)到(1,1)和(0,0)到(宽度,高度)的纹理坐标 但没有改变。
答案 0 :(得分:2)
更改
shaders = gltLoadShaderPairWithAttributes(
"VertexShader.glsl",
"FragmentShader.glsl",
2,
GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal",
GLT_ATTRIBUTE_TEXTURE0, "vTexCoord");
到
shaders = gltLoadShaderPairWithAttributes(
"VertexShader.glsl",
"FragmentShader.glsl",
3, // < --------------------
GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal",
GLT_ATTRIBUTE_TEXTURE0, "vTexCoord");
因为函数签名中的第3个参数是紧跟在后面并且应该链接到着色器的属性的数量。在这种情况下,有3个属性:GLT_ATTRIBUTE_VERTEX
,GLT_ATTRIBUTE_NORMAL
和GLT_ATTRIBUTE_TEXTURE0
。
仅在原始代码中GLT_ATTRIBUTE_VERTEX
,GLT_ATTRIBUTE_NORMAL
被链接,因此没有纹理坐标传递给着色器。
答案 1 :(得分:1)
首先,绑定纹理时,应指定用于此纹理的纹理单元。 这可以通过glActiveTexture
完成int textureUnit = 0; // <- put the number of the txture unit in here
glActiveTexture( GL_TEXTURE0 + textureUnit );
glGenTextures( 1, &texId );
glBindTexture( GL_TEXTURE_2D, texId );
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,...)
可以询问纹理单位的最大数量。
纹理单元的数量取决于实现,但必须至少为80。
因为你只需要一个0
就可以了。
纹理单元0
是默认值,因此如果您从未更改它,则可以跳过此步骤。
接下来请确保您使用了glTexImage2D 以正确的方式,特别是检查格式是否适合您的数据。使用glGetError检查指定目标纹理是否成功。
使用着色器程序时,必须将纹理单元链接到均匀纹理采样器。
int texMapLocation = glGetUniformLocation( shaders, "textureMap" );
...
glUseProgram( shaders );
...
glUniform1i( texMapLocation, textureUnit ); // <- you are missing this