我正在尝试将纹理绘制到由两个三角形组成的正方形。但是,不是显示带有纹理的正方形,而是显示黑色正方形。另外,shader.h与颜色完美配合。这不是main.cpp中的所有代码,仅是纹理代码。
Main.cpp
Shader defShader("resources/shaders/vertex.txt", "resources/shaders/fragment.txt");
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
-0.5f,-0.5f, 0.0f, 1.0f,1.0f,0.0f, 0.0f,1.0f,
-0.5f, 0.5f, 0.0f, 1.0f,1.0f,0.0f, 0.0f,1.0f
};
unsigned int indices[] = {
0,1,3,
1,2,3
};
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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Set texture wrap parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering paremeters
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 w, h, nrChannels;
unsigned char *data = stbi_load("resources/textures/wall.jpg", &w, &h, &nrChannels, 0);
if (data) {
std::cout << "LOADING TEXTURE\n" << std::endl;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
else {
std::cout << "FAILED TO LOAD TEXTURE\n" << std::endl;
}
stbi_image_free(data);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render stuff
defShader.Use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
这里是着色器。 vertShader.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;
}
fragShader.txt
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
答案 0 :(得分:2)
一些问题:
stbi_load()
的{{1}}设置为desired_channels
,而不仅仅是希望图像是3通道。3
,以防加载的图像与默认的glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
不匹配。4
(或修改您的texcoords)以“正确”的方式翻转OpenGL图片。您真的应该设置着色器应该从哪个特定纹理单元采样,而不要依赖未分配的采样器统一默认为零的事实:
stbi_set_flip_vertically_on_load(1)
一起:
unsigned int texture_unit = 0;
glActiveTexture( GL_TEXTURE0 + texture_unit );
glUniform1i( glGetUniformLocation( prog, "ourTexture" ), texture_unit );