glTextImage2D未返回所需的输出(OpenGL)

时间:2018-05-06 05:52:43

标签: c++ opengl-3

我是openGL的新手,所以我根据learnopengl.com的教程测试了一些东西

我正在学习纹理,所以我决定尝试一些东西。这是我的代码。

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include "Shader.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 400;

int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}

// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("DVDVertexShader.txt", "DVDFragmentShader.txt");

// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions          // colors           // texture coords
0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3  // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);

// load and create a texture
// -------------------------
unsigned int texture;

// texture
// ---------
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;

stbi_set_flip_vertically_on_load(true); 

unsigned char *data = stbi_load("dvd_logo2.png", &width, &height, &nrChannels, 0);

std::cout << "width and height is " << width << ", " << height << std::endl;

if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);

glBindTexture(GL_TEXTURE_2D, 0);
// render loop
// -----------

while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);

// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// render container
ourShader.use();

glBindTexture(GL_TEXTURE_2D, texture);

glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();

}

// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);

// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

请注意,stb_image.h是一个头文件,允许我们从任何格式加载图像。它是github中提供的开源代码。

https://github.com/nothings/stb/blob/master/stb_image.h

这是Shader.h代码以防万一。

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include "Shader.h"

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            std::cout << "vertexPath is " << vertexPath<<std::endl;
            std::cout << "fragmentPath is " << fragmentPath<<std::endl;
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char * fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        int success;
        char infoLog[512];
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use()
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string &name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string &name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string &name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(unsigned int shader, std::string type)
    {
        int success;
        char infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif

我的顶点和片段着色器是非常基本的,所以我不知道这些是我奇怪的输出的原因,但现在是。

DVDVertexShader.txt:

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
    gl_Position = vec4(aPos, 1.0);
    ourColor = aColor;
    TexCoord = aTexCoord;
}

DVDFragmentShader.txt:

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D ourTexture;


void main()
{
    FragColor = texture(ourTexture, TexCoord);
}

无论如何,我真的认为着色器并不是真正的问题。图像&#34; dvd_logo2.png&#34;就是这个。

dvd_logo2.png 但是,我从我的代码得到的输出是这个。 weird_dvd_output (我的初衷是让输出具有与输入相同的外观,所以我可以在之后做它,就像让它每帧移动一样。)

我不明白为什么会发生这种情况......有趣的是,其他各种颜色的图像都可以很好地工作。也许问题是因为照片的黑白......?

非常感谢任何帮助和建议。提前谢谢!

1 个答案:

答案 0 :(得分:1)

由于它是<html> <head> <title>online examination system</title> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="stylesheet" type="text/css" href="style2.css"> <meta charset="UTF-8"> <script language="javascript" type="text/javascript src=" libraries /p5.js</script> < script language = "javascript" src = "libraries/p5.dom.js" ></script> <script language="javascript" src="libraries/p5.sound.js"></script> <script language="javascript" type="text/javascript" src="sketch.js"></script> </head> <body> <div class=header> <img class="img-style" src="Online-Examination-System-Banner.jpeg" width="1166px" height="250px"> </div> <div class="top"> <ul id="navigation"> <li><a href="index.php">HOME</a></li> <li><a href="aboutus.php">ABOUT US</a></li> <li><a href="">CONTACT US</a></li> <li><a href="examination.php">EXAMINATION</a></li> <li><a href="login.php">LOGIN</a></li> <li><a href="logout.php">LOGOUT</a></li> </ul> </div> <p style="font-size:40;color:white;font-weight:bolder;">Welcome !</p> <p id="timer" style="color:white;font-family:courier;font-size:28px; float:center;">______</p> <form action="cplus.php" method="post" > <div style="margin-top:10px;margin-right:85px;margin-left:100px;margin- bottom:20px;background:rgba(0,0,0,0.5)"> <p style="color:white;font-family:courier;font-size:18px">1. Which of the following correctly declares an array?</p> <br> <input class="exam-btn" type="radio" name="q1" id="q1-a" value="A" checked> <label for="q1-a" style="color:white;font-family:courier;font-size:18px">int array[10];</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q1" id="q1-b" value="B"> <label style="color:white;font-family:courier;font-size:18px">int array;</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q1" id="q1-c" value="C"> <label style="color:white;font-family:courier;font-size:18px">array{10};</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q1" id="q1-d" value="D"> <label style="color:white;font-family:courier;font-size:18px">array array[10];</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">2. What is the index number of the last element of an array with 9 elements?</p> <br> <input class="exam-btn" type="radio" name="q2" id="q2-a" value="A"> <label style="color:white;font-family:courier;font-size:18px">9</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q2" id="q2-b" value="B" checked> <label style="color:white;font-family:courier;font-size:18px">8</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q2" id="q2-c" value="C"> <label style="color:white;font-family:courier;font-size:18px">0</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q2" id="q2-d" value="D"> <label style="color:white;font-family:courier;font-size:18px">programmer defined</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">3. Which of the following accesses the seventh element stored in array?</p> <br> <input class="exam-btn" type="radio" name="q3" id="q3-a" value="A" checked> <label style="color:white;font-family:courier;font-size:18px">array[6];</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q3" id="q3-b" value="B" > <label style="color:white;font-family:courier;font-size:18px">array[7];</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q3" id="q3-c" value="C" > <label style="color:white;font-family:courier;font-size:18px">array(7);</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q3" id="q3-d" value="D" > <label style="color:white;font-family:courier;font-size:18px">array;</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">4. 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What will be the output of this program?</p> <br> <pre style="color:white;font-family:courier;font-size:18px"> #include <stdio.h> using namespace std; int array1[] = {1200, 200, 2300, 1230, 1543}; int array2[] = {12, 14, 16, 18, 20}; int temp, result = 0; int main() { for (temp = 0; temp < 5; temp++) { result += array1[temp]; } for (temp = 0; temp < 4; temp++) { result += array2[temp]; } cout << result; return 0; } </pre> </pre> <input class="exam-btn" type="radio" name="q5" id="q5-a" value="A" > <label style="color:white;font-family:courier;font-size:18px">6553</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q5" id="q5-b" value="B" checked> <label style="color:white;font-family:courier;font-size:18px">6533</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q5" id="q5-c" value="C" > <label style="color:white;font-family:courier;font-size:18px">6522</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <input class="exam-btn" type="radio" name="q5" id="q5-d" value="D" > <label style="color:white;font-family:courier;font-size:18px">12200</label> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br><br><br><br> <! 1. token 2. sensitive 3. identifiers 4. octal 5. \0n --> <p style="color:white;font-family:courier;font-size:18px">6.The smallest individual unit in a program is known as a …………………… </p> <br> <p style="color:white;font-family:courier;font-size:18px">ans</p><input class="exam-btn" type="text" name="" > <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">7.C++ Language is case …………………. </p> <br> <p style="color:white;font-family:courier;font-size:18px">ans</p><input class="exam-btn" type="text" name="" > <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">8.An ………………… is a long sequence of letters and digits. </p> <br> <p style="color:white;font-family:courier;font-size:18px">ans</p><input class="exam-btn" type="text" name="" > <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">9.A sequence of digits beginning with zero is considered to be …………….number. </p> <br> <p style="color:white;font-family:courier;font-size:18px">ans</p><input class="exam-btn" type="text" name="" > <br><br><br><br> <p style="color:white;font-family:courier;font-size:18px">10.………………. escape sequence represents the given number in octal form. </p> <br> <p style="color:white;font-family:courier;font-size:18px">ans</p> <input class="exam-btn" type="text" name="" > <br><br><br><br> <input type="submit" value="Submit quiz"> </div> <div style="font-size:18px;color:white;font-weight:bolder;"> <?php $answer1; $answer2; $answer3; $answer4; $answer5; $answer1 = $_POST['q1']; $answer2 = $_POST['q2']; $answer3 = $_POST['q3']; $answer4 = $_POST['q4']; $answer5 = $_POST['q5']; $totalcorrect; $totalcorrect = 0; if($answer1 == "A") {$totalcorrect++;} if($answer2 == "B") {$totalcorrect++;} if($answer3 == "A") {$totalcorrect++;} if($answer4 == "D") {$totalcorrect++;} if($answer5 == "B") {$totalcorrect++;} echo "total correct answers are".$totalcorrect; ?> </div> </div> </form> </body> </html> ,您需要在最后*.pngformatGL_RGBA进行更改,我不是format,所以这样的事情应该有效internalFormat。我的意思是glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);format检查参考:glTexImage2D

如果您仍然无法理解为什么会这样,那么请让我引用该引用:

  

格式

internalFormat

所以你的像素数据有GL_RGBA值:红色,绿色,蓝色和alpha,因为它是* .png,问题是现在你只传递了3个。

编辑:

我没有第一次注意到它,但你还需要将stbi_load组件数改为4:

Specifies the format of the pixel data.