无法使opengl纹理正常工作

时间:2018-09-08 16:27:58

标签: c++ opengl

我试图用vbos绘制一个简单的立方体。但是,当我运行程序时,没有得到预期的结果。尽管具有纹理,但我的立方体是完全不透明的,只有一种颜色...

您可以在我的代码下面看到:

使用SFML加载纹理:

void Grass::load() {
    sf::Image texture;

    if (!texture.loadFromFile(path_m))
        std::cerr << "Error while loading texture : " << path_m << std::endl;
    else {
        glGenTextures(1, &id_m);

        glBindTexture(GL_TEXTURE_2D, id_m);
        {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.getSize().x,
                    texture.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                    texture.getPixelsPtr());

            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        }
        glBindTexture(GL_TEXTURE_2D, 0);
    }
}

生成立方体的顶点:

void Chunck::generate() {

    {
        std::vector vec = { -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, // Face 1
                -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0,     // Face 1

                1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0,       // Face 2
                1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,         // Face 2

                -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0,      // Face 3
                -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0,    // Face 3

                -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0,        // Face 4
                -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0,        // Face 4

                -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0,     // Face 5
                -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0,     // Face 5

                -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,         // Face 6
                -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0 };     // Face 6
        vertices_m.insert(vertices_m.begin(), vec.begin(), vec.end());
    }

    {
        std::vector vec = {0, 0,   1, 0,   1, 1,     // Face 1
                0, 0,   0, 1,   1, 1,     // Face 1

                0, 0,   1, 0,   1, 1,     // Face 2
                0, 0,   0, 1,   1, 1,     // Face 2

                0, 0,   1, 0,   1, 1,     // Face 3
                0, 0,   0, 1,   1, 1,     // Face 3

                0, 0,   1, 0,   1, 1,     // Face 4
                0, 0,   0, 1,   1, 1,     // Face 4

                0, 0,   1, 0,   1, 1,     // Face 5
                0, 0,   0, 1,   1, 1,     // Face 5

                0, 0,   1, 0,   1, 1,     // Face 6
                0, 0,   0, 1,   1, 1};    // Face 6
        texture_m.insert(texture_m.begin(), vec.begin(), vec.end());
    }
}

立方体图:

void Chunck::draw() const {

    glBindBuffer(GL_ARRAY_BUFFER, vboID_m);


    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertices_m.size() * sizeof(double)));
    glEnableVertexAttribArray(2);

    glBindTexture(GL_TEXTURE_2D, grassTexture_m.getID());
    glDrawArrays(GL_TRIANGLES, 0, vertices_m.size());
    glBindTexture(GL_TEXTURE_2D, 0);

    glDisableVertexAttribArray(2);
    glDisableVertexAttribArray(0);


    glBindBuffer(GL_ARRAY_BUFFER, 0);
}

将多维数据集加载到VBO:

void Chunck::load() {
    grassTexture_m.load();

    if (glIsBuffer(vboID_m) == GL_TRUE)
        glDeleteBuffers(1, &vboID_m);

    glGenBuffers(1, &vboID_m);
    glBindBuffer(GL_ARRAY_BUFFER, vboID_m);
    {
        glBufferData(GL_ARRAY_BUFFER, (vertices_m.size() + texture_m.size()) * sizeof(float), 0,
        GL_STATIC_DRAW);
        glBufferSubData(GL_ARRAY_BUFFER, 0, vertices_m.size() * sizeof(float), vertices_m.data());
        glBufferSubData(GL_ARRAY_BUFFER, vertices_m.size() * sizeof(float),
                texture_m.size() * sizeof(float), texture_m.data());
    }
    glBindBuffer(GL_ARRAY_BUFFER, 0);

}

1 个答案:

答案 0 :(得分:1)

顶点的数据类型为float,因此缓冲区偏移为BUFFER_OFFSET(vertices_m.size() * sizeof(float)),而不是sizeof(double)

glVertexAttribPointer(
    2, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertices_m.size() * sizeof(float)));

您确定纹理坐标的属性索引为 2 吗?注意,顶点属性索引可以由Layout Qualifierslayout(location = 2) in vec2 texCoord;)设置,也可以由glGetAttribLocation获取 从着色器程序对象开始。

glDrawArrays的第3个参数是顶点的数目,而不是数组中元素的数目:

glDrawArrays(GL_TRIANGLES, 0, vertices_m.size() / 3);

此外,我建议在绘制几何图形之前启用Depth test。由于默认的深度函数为GL_LESS,因此会导致更靠近视图位置的几何图形覆盖了它后面的几何图形。

glEnable( GL_DEPTH_TEST );