我的目标是显示一个具有从png文件(DarkDirt.png)提取的纹理的多维数据集。问题是,我只能得到纯褐色,并且形成立方体的每个三角形的照明都在变化。
现在,我一直在阅读,我认为这可能与将索引设置为1有关,但是我没有获得任何成功。我尝试使用UV值,但是它只会改变照明的行为方式,不会解决任何问题。所以现在我在想也许我的顶点(代码中的顶点)是错误的?
c ++代码,数组:
const GLuint NumVertices = 24;
const GLuint NumTriCubes = 12;
const GLuint NumNormals = 6;
const GLuint NumUvs = 4;
GLfloat uvs[NumUvs][2] = {
{ 0, 0 },
{ 1, 0 },
{ 0, 1 },
{ 1, 1 },
};
GLfloat vertices[NumVertices][3] = {
//Front
{ -0.5f, -0.5f, 0.5f }, //0
{ 0.5f, -0.5f, 0.5f }, //1
{ 0.5f, 0.5f, 0.5f }, //2
{ -0.5f, 0.5f, 0.5f }, //3
//Right
{ 0.5f, -0.5f, 0.5f }, //4
{ 0.5f, -0.5f, -0.5f }, //5
{ 0.5f, 0.5f, -0.5f }, //6
{ 0.5f, 0.5f, 0.5f }, //7
//Back
{ -0.5f, -0.5f, -0.5f }, //8
{ -0.5f, 0.5f, -0.5f }, //9
{ 0.5f, 0.5f, -0.5f }, //10
{ 0.5f, -0.5f, -0.5f }, //11
//Left
{ -0.5f, -0.5f, 0.5f }, //12
{ -0.5f, 0.5f, 0.5f }, //13
{ -0.5f, 0.5f, -0.5f }, //14
{ -0.5f, -0.5f, -0.5f }, //15
//Upper
{ -0.5f, 0.5f, 0.5f }, //16
{ 0.5f, 0.5f, 0.5f }, //17
{ 0.5f, 0.5f, -0.5f }, //18
{ -0.5f, 0.5f, -0.5f }, //19
//Bottom
{ -0.5f, -0.5f, 0.5f }, //20
{ -0.5f, -0.5f, -0.5f }, //21
{ 0.5f, -0.5f, -0.5f }, //22
{ 0.5f, -0.5f, 0.5f }, //23
};
GLuint vertexIndices[NumTriCubes][3] = {
//Front
{ 0, 1, 2 },
{ 0, 2, 3 },
//Right
{ 4, 5, 6 },
{ 4, 6, 7 },
//Back
{ 8, 9, 10 },
{ 8, 10, 11 },
//Left
{ 12, 13, 14 },
{ 12, 14, 15 },
//Upper
{ 16, 17, 18 },
{ 16, 18, 19 },
//Bottom
{ 20, 21, 22 },
{ 20, 22, 23 }
};
GLfloat normals[NumVertices][3] = {
//Front
{ 0.0f, 0.0f, 1.0f},
{ 0.0f, 0.0f, 1.0f},
{ 0.0f, 0.0f, 1.0f},
{ 0.0f, 0.0f, 1.0f},
//Right
{ 1.0f, 0.0f, 0.0f},
{ 1.0f, 0.0f, 0.0f},
{ 1.0f, 0.0f, 0.0f},
{ 1.0f, 0.0f, 0.0f},
//Back
{ 0.0f, 0.0f, -1.0f},
{ 0.0f, 0.0f, -1.0f},
{ 0.0f, 0.0f, -1.0f},
{ 0.0f, 0.0f, -1.0f},
//Left
{ -1.0f, 0.0f, 0.0f},
{ -1.0f, 0.0f, 0.0f},
{ -1.0f, 0.0f, 0.0f},
{ -1.0f, 0.0f, 0.0f},
//Upper
{ 0.0f, 1.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f},
//Bottom
{ 0.0f, -1.0f, 0.0f},
{ 0.0f, -1.0f, 0.0f},
{ 0.0f, -1.0f, 0.0f},
{ 0.0f, -1.0f, 0.0f}
};
c ++代码,我将纹理绑定到draw()函数中:
m_texture->bind();
c ++代码,初始化:
glGenBuffers(NumBuffers, m_Buffers);
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices)+ sizeof(uvs) + sizeof(normals), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(uvs), uvs);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(uvs), sizeof(normals), normals);
...
glEnableVertexAttribArray(GLuint(m_vNormalLocation));
glVertexAttribPointer(GLuint(m_vNormalLocation), 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)));
glVertexAttribPointer(GLuint(m_vUVLocation), 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)));
glEnableVertexAttribArray(GLuint(m_vUVLocation));
...
m_texture = new QOpenGLTexture(QImage("DarkDirt.png").mirrored());
m_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
我试图将纹理显示在立方体的每一侧。因此它会给我一个“污垢立方体”,例如在我的世界中。但是,是的,现在它只显示为一个实心的棕色立方体,周围到处都是照明。任何帮助将不胜感激。谢谢!
答案 0 :(得分:0)
每个顶点坐标都需要一个纹理坐标属性。由于您有24个(4 * 6)顶点坐标,因此也需要24个纹理坐标属性:
const GLuint NumUvs = 24;
GLfloat uvs[NumUvs][2] = {
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 }
};
法向矢量偏移量的计算错误:
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(uvs), uvs); glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(uvs), sizeof(normals), normals); glVertexAttribPointer(GLuint(m_vNormalLocation), 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)));
必须为:
glVertexAttribPointer(GLuint(m_vNormalLocation), 3, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(sizeof(vertices) + sizeof(uvs)));
似乎从未在程序中设置纹理坐标(m_vUVLocation
)的属性索引。
您可以通过QOpenGLShaderProgram::attributeLocation
获取属性的属性索引:
m_vUVLocation = m_programRender->attributeLocation("vUV");
或glGetAttribLocation
的本机OpenGL:
m_vUVLocation = glGetAttribLocation(m_programRender->programId(), "vUV");
注意,也可以使用GLSL Layout Qualifiers在着色器代码中定义属性位置:
例如顶点着色器:
#version 400 core
layout(location = 0) in vec4 vPosition;
layout(location = 1) in vec4 vColor;
layout(location = 2) in vec3 vNormal;
layout(location = 3) in vec2 vUV;
在这种情况下,m_vUVLocation
的值为3。