所以我试图使用OpenGL将纹理渲染到四边形并且我得到一个非常奇怪的神器,我认为它是由我的加载方法引起的,但我不是真的确定。
当您接近四边形时,您可以看到它正在渲染红色的绿色和蓝色彼此相邻。有点看起来就像电视上的像素一样
LoadTexture
public static uint LoadTexture(string filePath)
{
Bitmap bitmap = new Bitmap("Res/" + filePath);
Gl.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
uint textureID = Gl.GenTexture();
Gl.BindTexture(TextureTarget.Texture2d, textureID);
BitmapData data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgb8, data.Width, data.Height, 0, OpenGL.PixelFormat.Bgr, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
Gl.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
Gl.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return textureID;
}
渲染
public void Render(TexturedModel texturedModel, StaticShader shader)
{
RawModel model = texturedModel.model;
using (MemoryLock vertexPositions = new MemoryLock(model.vertexPositions))
using (MemoryLock texturePositions = new MemoryLock(texturedModel.textureCords))
{
Gl.VertexAttribPointer((uint)shader.locationPosition, model.dimension, VertexAttribType.Float, false, 0, vertexPositions.Address);
Gl.EnableVertexAttribArray((uint)shader.locationPosition);
Gl.VertexAttribPointer((uint)shader.locationTexturedCoords, 2, VertexAttribType.Float, false, 0, texturePositions.Address);
Gl.EnableVertexAttribArray((uint)shader.locationTexturedCoords);
Gl.PixelStore(PixelStoreParameter.UnpackAlignment, 0);
Gl.ActiveTexture(TextureUnit.Texture0);
Gl.BindTexture(TextureTarget.Texture2d, texturedModel.texture.TextureID);
Gl.Uniform1(shader.locationTextureSampler, 0);
Gl.UniformMatrix4(shader.locationProjectionMatrix, false, projectionMatrix.ToArray());
viewMatrix = Maths.CreateViewMatrix(camera);
Gl.UniformMatrix4(shader.locationViewMatrix, false, viewMatrix.ToArray());
Gl.UniformMatrix4(shader.locationTransformationMatrix, false, model.modelMatrix.ToArray());
//Gl.DrawArrays(PrimitiveType.Triangles, 0, model.vertexPositions.Length / model.dimension);
Gl.DrawElements(PrimitiveType.Triangles, model.indices.Length, DrawElementsType.UnsignedInt, model.indices);
}
}
着色器程序
public class StaticShader : ShaderProgram
{
private static string VERTEX_FILE = @"Shader/VertexShader.txt";
private static string FRAGMENTSHADER = @"Shader/FragmentShader.txt";
public int locationPosition;
public int locationTexturedCoords;
public int locationTransformationMatrix;
public int locationProjectionMatrix;
public int locationViewMatrix;
public int locationTextureSampler;
public StaticShader() : base(VERTEX_FILE, FRAGMENTSHADER)
{
locationTransformationMatrix = this.GetUniformLocation("transformationMatrix");
locationProjectionMatrix = this.GetUniformLocation("projectionMatrix");
locationViewMatrix = this.GetUniformLocation("viewMatrix");
locationTexturedCoords = this.GetAttribLocation("textureCords");
locationPosition = this.GetAttribLocation("position");
locationTextureSampler = this.GetUniformLocation("textureSampler");
}
}
片段着色器
varying vec2 outTextureCords;
uniform sampler2D textureSampler;
void main() {
gl_FragColor = texture(textureSampler, outTextureCords);
}
顶点
public float[] vertexPositions = new float[] {
-0.5f,0.5f,0, //V0
-0.5f,-0.5f,0, //V1
0.5f,-0.5f,0, //V2
0.5f,0.5f,0 //V3
};
public int[] indices = new int[] {
0,1,3, //Top left triangle (V0,V1,V3)
3,1,2 //Bottom right triangle (V3,V1,V2)
};
public float[] textureCords = {
0,0,
0,1,
1,1,
1,0
};
答案 0 :(得分:1)
将TexImage2d中的opengl格式更改为B并将internalFormat切换为rgba
Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgba, data.Width, data.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);