学习使用QOpenGLWidget显示图像。但是,我遇到了一些问题。
GLuint texture
变量(从图像加载的实际纹理)传递到着色器脚本中?像如何将GLuint texture
绑定到uniform sampler2D texture
一样?也许我只是没有意识到我已经做到了。attribute vec4 vertexColorIn
和uniform sampler2D texture
有什么区别?我认为颜色来自纹理。glTexCoord2f()
和glVertex2f()
代替glVertexAttribPointer()
和glVertexAttribPointer()
吗?这是因为它们对我来说似乎更好。尽管我已经进行了许多研究,但我仍然不清楚openGL如何显示图像的概念。我不能确定我做错了什么。图像显示为否。
MyGLWiget.cpp
着色器样式:
#define STR(x) #x
#define VS_LOCATION 0
#define FS_LOCATION 1
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 vertexColorIn;
varying vec4 vertexColorOut;
void main(void)
{
gl_Position = position;
vertexColorOut = vertexColorIn;
}
);
const char* fragmentShader = STR(
varying vec4 vertexColorOut;
uniform sampler2D texture;
void main(void)
{
??? = texture2D(???, textureOut).r // no clue how to use it
gl_FragColor = vertexColorOut;
}
);
加载图像纹理:
void MyGLWiget::loadTexture(const char* file_path)
{
img_data = SOIL_load_image(file_path, &width, &height, &channels, SOIL_LOAD_RGB);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data);
SOIL_free_image_data(img_data);
}
初始化:
void MyGLWiget::initializeGL()
{
initializeOpenGLFunctions();
program.addShaderFromSourceCode(QGLShader::Vertex, vertextShader);
program.bindAttributeLocation("position", VS_LOCATION);
program.addShaderFromSourceCode(QGLShader::Fragment, fragmentShader);
program.bindAttributeLocation("vertexColorIn", FS_LOCATION);
program.link();
program.bind();
static const GLfloat ver[] = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
glVertexAttribPointer(VS_LOCATION, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(VS_LOCATION);
glVertexAttribPointer(FS_LOCATION, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(FS_LOCATION);
program.setUniformValue("texture", texture);
//texture = program.uniformLocation("texture");
}
paintGL:
我真的很困惑这部分。我不知道该如何使用它来绘制图像。
void MyGLWiget::paintGL()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, img_data);
glUniform1i(texture, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 1);
}
答案 0 :(得分:2)
如何将GLuint纹理变量(从图像加载的实际纹理)传递到着色器脚本中?像如何将GLuint纹理绑定到均匀的sampler2D纹理?也许我只是没有意识到我已经做到了。
这会将纹理绑定到纹理单元0:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
这是无效的,因为texture
不是统一位置,因此请删除此行:
glUniform1i(texture, 0); // <-- invalid
这也是无效的,因为统一texture
应该设置为纹理单位的编号:
program.setUniformValue("texture", texture); // <-- invalid
因此,将其替换为:
program.setUniformValue("texture", 0); // <-- sampler2D texture uses GL_TEXTURE0
注意:我在这里假设setUniformValue
正常工作。
vec4 vertexColorIn属性和统一sampler2D纹理之间有什么区别?我认为颜色来自纹理。
vertexColorIn
来自VAO,每个顶点都不同。 texture
是从绑定到上面设置的纹理单元的纹理中采样的采样器。
在您的代码中,不需要顶点颜色,但是需要纹理坐标。因此您的着色器应如下所示:
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 texcoordIn;
varying vec4 texcoordOut;
void main(void)
{
gl_Position = position;
texcoordOut = texcoordIn;
}
);
const char* fragmentShader = STR(
varying vec4 texcoordOut;
uniform sampler2D texture;
void main(void)
{
gl_FragColor = texture2D(texture, texcoordOut);
}
);
我可以使用glTexCoord2f()和glVertex2f()代替glVertexAttribPointer()和glVertexAttribPointer()吗?这是因为它们对我来说似乎更好。
glTexCoord2f
和glVertex2f
是在OpenGL 3中删除的旧函数,仅在兼容性配置文件中可用。您不得使用它们。
此行在错误的位置:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
它们将在您绑定纹理之后去:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data);
// sets the filtering for the bound texture:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
由于问题被标记为opengl-4:在这种情况下,您无需设置任何制服。您可以直接在着色器中指定位置和绑定:
const char* vertextShader =
"#version 450 core\n" STR(
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 texcoordIn;
layout(location = 0) out vec4 texcoordOut;
void main(void)
{
gl_Position = position;
texcoordOut = texcoordIn;
}
);
const char* fragmentShader =
"#version 450 core\n" STR(
layout(location = 0) in vec4 texcoord;
layout(binding = 0) uniform sampler2D TEX;
layout(location = 0) out vec4 OUT;
void main(void)
{
OUT = texture(TEX, texcoord);
}
);
答案 1 :(得分:1)
一些修改
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 vertexColorIn;
varying vec4 vertexColorOut;
out vec2 TexCoord;//--->add
void main(void)
{
gl_Position = position;
vertexColorOut = vertexColorIn;
TexCoord = vec2(aPos.x/2.0+0.5, 0.5-aPos.y/2.0);//a hack,ideally you need to pass the UV coordinates for proper texture mapping.UVs need to be passed in as a uniform or an attribute depending on preference.
}
);
const char* fragmentShader = STR(
varying vec4 vertexColorOut;
uniform sampler2D texture;
in vec2 TexCoord; //---->add
void main(void)
{
gl_FragColor = texture2D(texture,TexCoord) //( no clue how to use it) -->here is the change
//gl_FragColor = vertexColorOut;
}
);