无法在OpenGL上加载多个纹理

时间:2019-10-25 09:56:00

标签: c++ opengl textures

我正在尝试在openGL中加载多个纹理。 为了验证这一点,我想加载2个纹理并将其与以下片段着色器混合:

#version 330 core

out vec4 color;
in vec2 v_TexCoord;

uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;

void main()
{
    color = mix(texture(u_Texture0, v_TexCoord), texture(u_Texture1, v_TexCoord), 0.5);
}

我将OpenGL的功能抽象到ShaderTexture UniformXX等类中。

这里尝试将2个纹理加载到片段的采样器单元中:

        Shader shader;
        shader.Attach(GL_VERTEX_SHADER, "res/shaders/vs1.shader");
        shader.Attach(GL_FRAGMENT_SHADER, "res/shaders/fs1.shader");
        shader.Link();
        shader.Bind();

        Texture texture0("res/textures/container.jpg", GL_RGB, GL_RGB);
        texture0.Bind(0);

        Uniform1i textureUnit0Uniform("u_Texture0");
        textureUnit0Uniform.SetValues({ 0 });
        shader.SetUniform(textureUnit0Uniform);

        Texture texture1("res/textures/awesomeface.png", GL_RGBA, GL_RGBA);
        texture1.Bind(1);

        Uniform1i textureUnit1Uniform("u_Texture1");
        textureUnit1Uniform.SetValues({ 1 });
        shader.SetUniform(textureUnit1Uniform);

Texture实现如下所示:

#include "Texture.h"
#include "Renderer.h"
#include "stb_image/stb_image.h"

Texture::Texture(const std::string& path, unsigned int destinationFormat, unsigned int sourceFormat)
    : m_Path(path)
{
    stbi_set_flip_vertically_on_load(1);
    m_Buffer = stbi_load(path.c_str(), &m_Width, &m_Height, &m_BPP, 0);

    GLCALL(glGenTextures(1, &m_RendererID));
    GLCALL(glBindTexture(GL_TEXTURE_2D, m_RendererID));
    GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
    GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
    GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
    GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
    GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, destinationFormat, m_Width, m_Height, 0, sourceFormat, GL_UNSIGNED_BYTE, m_Buffer));
    glGenerateMipmap(GL_TEXTURE_2D);
    GLCALL(glBindTexture(GL_TEXTURE_2D, 0));

    if (m_Buffer)
        stbi_image_free(m_Buffer);
}

Texture::~Texture()
{
    GLCALL(glDeleteTextures(1, &m_RendererID));
}

void Texture::Bind(unsigned int unit) const
{
    GLCALL(glActiveTexture(GL_TEXTURE0 + unit));
    GLCALL(glBindTexture(GL_TEXTURE_2D, m_RendererID));
}

void Texture::Unbind() const
{
    GLCALL(glBindTexture(GL_TEXTURE_2D, 0));
}

现在,我并没有从两个纹理中获得均匀的颜色混合,而是只出现了第二个纹理并与背景混合: enter image description here

我已经将问题定位到constructor实现的Texture,如果我注释掉第二个纹理的初始化,例如从未调用它的constructor,那么我可以显示第一个纹理。

有人可以暗示我在做什么吗?

1 个答案:

答案 0 :(得分:2)

花点时间找我,但是在您调用第二个纹理的构造函数时,您的活动纹理单位仍为0,因此构造函数很高兴地指向您的纹理单位,而您剩下两个绑定到相同纹理的纹理单元。

解决方案应该足够简单:首先创建纹理,然后仅然后显式绑定它们,不要交错纹理创建和纹理单元分配。

更好的是,考虑使用direct state access来避免所有这种绑定。

为了向以后的读者强调这个问题,这是有问题的通话顺序:

  @Override
    public View onCreateView(LayoutInflater inflater, ViewGroup container,
                             Bundle savedInstanceState) {
        // Inflate the layout for this fragment
        View view = inflater.inflate(R.layout.fragment_fonts, container, false);

        itemList = new ArrayList<FontItem>();

        EditText editText = getActivity().findViewById(R.id.edit_text);
        itemArrayAdapter = new ItemArrayAdapter(R.layout.recyclerview_item, itemList);


        recyclerView = (RecyclerView) view.findViewById(R.id.font_list);

        recyclerView.setLayoutManager(new LinearLayoutManager(getActivity()));
        recyclerView.setItemAnimator(new DefaultItemAnimator());
        recyclerView.setAdapter(itemArrayAdapter);
        getListForRv(10);

        editText.addTextChangedListener(new TextWatcher() {
            @Override
            public void beforeTextChanged(CharSequence s, int start, int count, int after) {

            }

            @Override
            public void onTextChanged(CharSequence s, int start, int before, int count) {
                recyclerView.setLayoutManager(new LinearLayoutManager(getActivity()));
                recyclerView.setItemAnimator(new DefaultItemAnimator());
                recyclerView.setAdapter(itemArrayAdapter);
                getListForRv(90);
                itemArrayAdapter.notifyDataSetChanged();
            }

            @Override
            public void afterTextChanged(Editable s) {


            }
        });


        return view;
    }

    private void getListForRv(int k) {
        if (!itemList.isEmpty())
            itemList.clear();
        for (int i = k; i < 1000; i++) {
            itemList.add(new FontItem("Item " + i));
        }
    }