我是OpenGL的新手,遇到了一个我似乎无法破解的问题。我正在尝试向三角形添加简单的2D纹理,该纹理似乎可以很好地加载,但是正在以黑色和白色显示粒状。
纹理
结果
这是我的相关代码:
main.cxx
#include <iostream>
#include "display.h"
#include "shader.h"
#include "texture.h"
#include "mesh.h"
#include <glm/glm.hpp>
#include <GLFW/glfw3.h>
int main()
{
Display display(800, 600, "project2");
Vertex vertices[] = {
Vertex(glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec2(0.0f, 0.0f)),
Vertex(glm::vec3(0.5f, -0.5f, 0.0f), glm::vec2(1.0f, 0.0f)),
Vertex(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec2(0.5f, 1.0f)),
};
Mesh mesh(vertices, sizeof(vertices)/sizeof(vertices[0]));
Shader shader("./shaders/shader");
Texture texture("./textures/container.jpg");
while (!display.IsClosed())
{
display.ProcessInput();
display.Clear(0.0f, 0.15f, 0.3f, 1.0f);
texture.Bind(0);
shader.Bind();
mesh.Draw();
display.Update();
}
return 0;
}
texture.cxx
#include "texture.h"
Texture::Texture(const std::string &filePath)
{
int width, height, numComponents;
unsigned char* imageData = stbi_load(filePath.c_str(), &width, &height, &numComponents, 4);
if (!imageData) {
std::cerr << "Failed to load texture: " << filePath << std::endl;
return;
}
stbi_set_flip_vertically_on_load(true);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(imageData);
}
Texture::~Texture()
{
glDeleteTextures(1, &texture);
}
void Texture::Bind(unsigned int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, texture);
}
片段着色器
#version 330 core
out vec4 FragColor;
uniform sampler2D diffuse;
in vec2 texCoord0;
void main() {
FragColor = texture(diffuse, texCoord0);
}
顶点着色器
#version 330 core
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoord;
out vec2 texCoord0;
void main() {
gl_Position = vec4(position, 1.0);
texCoord0 = texCoord;
}
我以前在另一个项目中使用过纹理,并且如果有人可以帮助我,我的代码几乎相同,将不胜感激。
答案 0 :(得分:5)
将具有3个颜色通道的RGB图像加载到纹理对象时,必须将GL_UNPACK_ALIGNMENT
设置为1:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, imageData);
GL_UNPACK_ALIGNMENT
指定内存中每个像素行开始的对齐要求。默认情况下,GL_UNPACK_ALIGNMENT
设置为4。
这意味着假定图像的每一行的开始都与4的倍数对齐的地址。由于图像数据被紧紧包装,并且每个像素的大小为3字节,因此必须更改对齐方式。 / p>
要正确读取图像,stbi_load
的最后一个参数必须为0(因为jpg格式提供3种颜色通道)或3(强制3种颜色通道):
unsigned char* imageData = stbi_load(filePath.c_str(),
&width, &height, &numComponents, 0);
stbi_load
生成具有4个颜色通道的图像:
请参见stb_image.h:
Basic usage (see HDR discussion below for HDR usage): int x,y,n; unsigned char *data = stbi_load(filename, &x, &y, &n, 0); // ... process data if not NULL ... // ... x = width, y = height, n = # 8-bit components per pixel ...
// ... replace '0' with '1'..'4' to force that many components per pixel
// ... but 'n' will always be the number that it would have been if you said 0 stbi_image_free(data)
在这种情况下,加载图像时必须将格式参数从GL_RGB
更改为GL_RGBA
:
unsigned char* imageData = stbi_load(filePath.c_str(),
&width, &height, &numComponents, 0);
// [...]
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, imageData);