我试图用OpenGL绘制一些具有2个或更多不同纹理的对象。例如来自3种不同的spritesheets的3个精灵。 你可以看到 here 我的期望和我拥有的东西 我现在遇到的问题是所有精灵都来自1个spritesheet。 让我们来看看,首先在初始化中加载3个图像img0,img1,img2
img0 = loadSurface2D("image0.png");
img1 = loadSurface2D("image1.png");
img2 = loadSurface2D("image2.png");
然后在我的绘制循环中有点像SDL2:
BKP_Rec dest,src;
g2D_renderSurface(img0,NULL,NULL);//will draw all the sprite sheet a (0,0)
src.x = 0;
src.y = 4;
src.w = 64;
src.h = 64;
dest.x = 512;
dest.y = 300;
dest.w = 128;
dest.h = 128;
g2D_renderSurface(img1,&dest,&src);//draw sprite(0,4)
src.x = 1;
src.y = 2;
dest.x = 562;
dest.y = 300;
g2D_renderSurface(img2,&dest,&src);//draw img 2 sprite(1,2)
让我们来看看loadSurface2D
Surface2D * loadSurface2D(const char * file)
{
unsigned int width, height;
unsigned char * image = image_loadPNG(file,&width,&height);
//...all test & flip image are done here, removed it for lisibility
Surface2D * s = NULL;
ALLOC_L(Surface2D, s, 1);
s->data = image;
s->point[0] = 0; s->point[1] = 0 ; s->point[2] = 0; s->point[3] = 1;
s->point[4] = 0; s->point[5] = -nh; s->point[6] = 0; s->point[7] = 1;
s->point[8] = nw; s->point[9] = -nh ; s->point[10] = 0; s->point[11] = 1;
s->point[12] = nw; s->point[13] = 0 ; s->point[14] = 0; s->point[15] = 1;
s->texture[0] = 0.0f; s->texture[1] = 1.0f ;
s->texture[2] = 0.0f; s->texture[3] = 0.0f;
s->texture[4] = 1.0f; s->texture[5] = 0.0f ;
s->texture[6] = 1.0f; s->texture[7] = 1.0f ;
s->w = (GLfloat) width;
s->h = (GLfloat) height;
bkp_numcal_setIdentity4(s->Mtx_translate);
bkp_numcal_setIdentity4(s->Mtx_scale);
bkp_numcal_setIdentity4(s->Mtx_rotate);
bkp_numcal_setIdentity4(s->Mtx_i);
bkp_numcal_setIdentity4(s->Mtx);
GLuint point_vbo = 0;
glGenBuffers(1,&point_vbo);
glBindBuffer(GL_ARRAY_BUFFER, point_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(s->point),s->point,GL_STATIC_DRAW);
GLuint tex_vbo = 1;
glGenBuffers(1,&tex_vbo);
glBindBuffer(GL_ARRAY_BUFFER, tex_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(s->texture),s->texture,GL_STATIC_DRAW);
GLuint vao = stc_2d->vao_num;
stc_2d->vao_num += 1;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, point_vbo);
glVertexAttribPointer(0,4,GL_FLOAT,GL_FALSE,0,NULL);
GLuint dimension = 2;
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, tex_vbo);
glVertexAttribPointer(1,dimension,GL_FLOAT,GL_FALSE,0,NULL);
s->sampler_loc = glGetUniformLocation(stc_2d->sh_sprite, "basic_texture");
s->texunit_id = GL_TEXTURE0 + stc_2d->texunit_id;
stc_2d->texunit_id += 1; // initialized at 0, every function call it increments
GLuint tex = stc_2d->tex_num;
++stc_2d->tex_num; // same here, another global at 0 when initialized
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glUseProgram(stc_2d->sprite); // EDITED
glUniform1i(s->sampler_loc, s->texunit_id);
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
int st_offset_loc = glGetUniformLocation(stc_2d->sh_sprite, "vt_");
glUniformMatrix2fv(st_offset_loc, 1,GL_FALSE, s->vt_);
s->st_offset = st_offset_loc;
s->vt_[0] = 0.0;
s->vt_[1] = 0.0;
s->vt_[2] = 0.0;
s->vt_[3] = 0.0;
s->vao = vao;
s->texid = tex;
s->tex_vbo = tex_vbo;
s->point_vbo = point_vbo;
return s;
}
基本上我只是加载png创建纹理。有些值(stc_2D-> *)在启动时初始化为0,表示在计数器ex:stc_2D-> vba_num告诉要创建的当前vba号。
现在呈现
的功能void g2D_renderSurface(BKP_Surface2D * s,BKP_Rec * dest,BKP_Rec * src)
{
glUseProgram(stc_2d->sh_sprite);
glBindVertexArray(s->vao);
glActiveTexture(s->texunit_id);
glBindTexture(GL_TEXTURE_2D, s->texid);
//glUniform1i(s->sampler_loc, s->texunit_id);
假设我没有评论这一行
float xf,yf;
if(dest != NULL)
{
xf = (dest->x / (float) stc_fb_width * 2 - 1) ;
yf = - ((dest->y / (float) stc_fb_height * 2 - 1));
bkp_numcal_setFreeScalMatrix4(s->Mtx_scale,dest->w /s->w, dest->h/ s->h, 1.0f);
}
else
{
xf = - 1 ;
yf = 1;
bkp_numcal_setIdentity4(s->Mtx_scale);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if(src != NULL)
{
s->vt_[0] =(float)(src->x * src->w) / s->w;
s->vt_[1] = (float) src->w / s->w;
s->vt_[2] =(s->h - (float)((1 + src->y) * src->h) )/ s->h;
s->vt_[3] = (float) src->h / s->h;
}
else
{
s->vt_[0] = 0.0;
s->vt_[1] = (float) s->w / s->w;
s->vt_[2] = 0.0;
s->vt_[3] = (float) s->h / s->h;
}
glUniform4fv(s->st_offset,1,s->vt_);
bkp_numcal_translate4(s->Mtx_translate, xf, yf, 0);
bkp_numcal_multMat4Mat4(s->Mtx,s->Mtx_scale,s->Mtx_translate);
glUniformMatrix4fv(stc_2d->mtx_location, 1,GL_FALSE, s->Mtx);
return;
}
现在最后是着色器。
顶点:
#version 410\n
in vec3 vertex_position;uniform mat4 matrix;
in vec2 vt_loc;
varying vec2 v_uv;
uniform vec4 vt_;
void main()
{
v_uv.x = (vt_loc.x * vt_[1]) + vt_[0];
v_uv.y = (vt_loc.y * vt_[3]) + (vt_[2]);
gl_Position = matrix * vec4(vertex_position, 1.0);
}
片段:
#version 410
out vec4 frag_colour;
uniform sampler2D basic_texture;
varying vec2 v_uv;
void main()
{
vec4 texel = texture(basic_texture, v_uv);
frag_colour = texel;
}
我认为它们可能是我不理解的东西,因为我不明白为什么它会绘制我想要的3个物体,我想要的位置但是只有相同的纹理。我以为我会覆盖相同的纹理,但它是第一个显示的纹理而不是最后一个纹理。
答案 0 :(得分:0)
glUniform*
指定当前程序对象的统一变量的值
glUseProgram
安装程序对象作为当前呈现状态的一部分。
存储由glUniform*
设置的最后一个值。从loadSurface2D
中删除统一值的所有设置。在g2D_renderSurface
之后的glUseProgram(stc_2d->sh_sprite);
中完成统一值的所有设置。
另外请注意,您必须为纹理采样器均匀basic_texture
分配的值是,不是纹理单位枚举常量(不是GL_TEXTURE0
,{ {1}},... )
它必须是纹理单元的数量(0,1,2 ......)。
这是错误的:
GL_TEXTURE1
必须是:
s->texunit_id = GL_TEXTURE0 + stc_2d->texunit_id;
glUniform1i(s->sampler_loc, s->texunit_id);
答案 1 :(得分:0)
着色器中的制服始终存储它们设置的最后一个状态。由于您在绘制之前更改了活动纹理,因此您还必须更新采样器的统一(该行已经存在,不确定其注释的原因)。
glActiveTexture(s->texunit_id);
glBindTexture(GL_TEXTURE_2D, s->texid);
glUniform1i(s->sampler_loc, s->texunit_id); //<-- This is important