我正在尝试为纹理渲染一个简单的蓝色框,以便可以将纹理传递给ImGui以将其渲染为图像。但是由于某种原因,我只能得到纯白色的纹理,而且我不知道为什么。我将课程简化为可以的简单情况,但我仍然只能获得纯白色的纹理,而不是占据屏幕大部分位置的蓝色框。
main.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <cstdio>
#include <iostream>
#include <string>
#include <vector>
GLFWwindow * window;
GLuint solid_texture;
GLuint loadShaders(const char * vertex_file_source, const char * fragment_file_source)
{
// Create the shaders
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
GLuint framgent_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
glShaderSource(vertex_shader_id, 1, &vertex_file_source, NULL);
glCompileShader(vertex_shader_id);
// Check Vertex Shader
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &Result);
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(vertex_shader_id, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cerr << VertexShaderErrorMessage[0] << std::endl;
}
glShaderSource(framgent_shader_id, 1, &fragment_file_source, NULL);
glCompileShader(framgent_shader_id);
// Check Fragment Shader
glGetShaderiv(framgent_shader_id, GL_COMPILE_STATUS, &Result);
glGetShaderiv(framgent_shader_id, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(framgent_shader_id, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cerr << FragmentShaderErrorMessage[0] << std::endl;
}
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, vertex_shader_id);
glAttachShader(ProgramID, framgent_shader_id);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cerr << ProgramErrorMessage[0] << std::endl;
}
glDetachShader(ProgramID, vertex_shader_id);
glDetachShader(ProgramID, framgent_shader_id);
glDeleteShader(vertex_shader_id);
glDeleteShader(framgent_shader_id);
return ProgramID;
}
void generate_solid_texture()
{
glGenTextures(1, &solid_texture);
// Solid texture
unsigned char solidTexturePixels[4];
solidTexturePixels[0] = ~0;
solidTexturePixels[1] = ~0;
solidTexturePixels[2] = ~0;
solidTexturePixels[3] = ~0;
glBindTexture(GL_TEXTURE_2D, solid_texture);
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_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTexturePixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
int main(void)
{
// Initialise GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
if (window == NULL) {
fprintf(stderr,
"Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 "
"version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// We would expect width and height to be 1024 and 768
int windowWidth = 1024;
int windowHeight = 768;
// But on MacOS X with a retina screen it'll be 1024*2 and 768*2, so we get the actual framebuffer size:
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the mouse at the center of the screen
glfwPollEvents();
glfwSetCursorPos(window, 1024 / 2, 768 / 2);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Setup OpenGL shaders
std::string vertex_shader_source =
R""(
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec3 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
out vec2 frag_uv;
out vec4 frag_color;
void main()
{
frag_uv = uv;
frag_color = vec4(color, 1.0f);
gl_Position = proj_matrix * mv_matrix * vec4(position.xyz, 1);
}
)"";
std::string fragment_shader_source =
R""(
#version 330 core
uniform sampler2D Texture;
in vec2 frag_uv;
in vec4 frag_color;
layout (location = 0) out vec4 color;
void main()
{
// color = frag_color * texture(Texture, frag_uv.st);
// color = vec4((frag_color * texture(Texture, frag_uv)).xyz, 1);
color = frag_color * texture(Texture, frag_uv.st);
}
)"";
GLuint program_id = loadShaders(vertex_shader_source.c_str(), fragment_shader_source.c_str());
generate_solid_texture();
// Heatmap objects
GLuint m_vao, m_vbo, m_uvbo, m_cbo;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_uvbo);
glGenBuffers(1, &m_cbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, m_uvbo);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
// Create the FBO for later
GLuint fbo, map_texture;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &map_texture);
glBindVertexArray(0);
GLsizei heat_map_width = 600;
GLsizei heat_map_height = 600;
std::vector<float> map_vertices, map_vertex_uvs, map_vertex_colors;
std::vector<float> solid_uv = {0.0f, 0.0f};
std::vector<float> bl = {0, 0}, br = {1.0f, 0}, tl = {0, 1.0f}, tr = {1.0f, 1.0f};
map_vertices = {bl[0], bl[1], 1.0f, tr[0], tr[1], 1.0f, tl[0], tl[1], 1.0f,
bl[0], bl[1], 1.0f, br[0], br[1], 1.0f, tr[0], tr[1], 1.0f};
map_vertex_uvs = {solid_uv[0], solid_uv[1], solid_uv[0], solid_uv[1], solid_uv[0], solid_uv[1],
solid_uv[0], solid_uv[1], solid_uv[0], solid_uv[1], solid_uv[0], solid_uv[1]};
map_vertex_colors = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f};
glUseProgram(program_id);
glBindTexture(GL_TEXTURE_2D, map_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, heat_map_width, heat_map_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, map_texture, 0);
// glViewport(0, 0, heat_map_width, heat_map_height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glClearColor(0.0f, 0.0f, 0.0f, 1.00f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(m_vao);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, map_vertices.size() * sizeof(map_vertices[0]), map_vertices.data(), GL_STATIC_DRAW);
// UV buffer
glBindBuffer(GL_ARRAY_BUFFER, m_uvbo);
glBufferData(GL_ARRAY_BUFFER, map_vertex_uvs.size() * sizeof(map_vertex_uvs[0]), map_vertex_uvs.data(),
GL_STATIC_DRAW);
// Color buffer
glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
glBufferData(GL_ARRAY_BUFFER, map_vertex_colors.size() * sizeof(map_vertex_colors[0]), map_vertex_colors.data(),
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
static const GLfloat identity_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
GLuint move_matrix_location = glGetUniformLocation(program_id, "mv_matrix");
GLuint projection_matrix_location = glGetUniformLocation(program_id, "proj_matrix");
GLuint texture_location = glGetUniformLocation(program_id, "Texture");
glUniformMatrix4fv(move_matrix_location, 1, GL_FALSE, identity_matrix);
glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, identity_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, solid_texture);
glUniform1i(texture_location, 0);
glDrawArrays(GL_TRIANGLES, 0, map_vertices.size() / 3);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
// Framebuffer to texture
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
// The fullscreen quad's FBO
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
};
static const GLfloat g_quad_vertex_uv_data[] = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
};
static const GLfloat g_quad_vertex_color_data[] = {
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
};
GLuint quad_vao;
glGenVertexArrays(1, &quad_vao);
glBindVertexArray(quad_vao);
GLuint quad_vertexbuffer;
glGenBuffers(1, &quad_vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
GLuint quad_uvbuffer;
glGenBuffers(1, &quad_uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_uv_data), g_quad_vertex_uv_data, GL_STATIC_DRAW);
GLuint quad_colorbuffer;
glGenBuffers(1, &quad_colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_color_data), g_quad_vertex_color_data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, quad_uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, quad_colorbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
glBindVertexArray(0);
do {
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(
0, 0, windowWidth,
windowHeight); // Render on the whole framebuffer, complete from the lower left corner to the upper right
// Clear the screen
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(program_id);
// Render to the screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render on the whole framebuffer, complete from the lower left corner to the upper right
glViewport(0, 0, windowWidth, windowHeight);
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(program_id);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, map_texture);
// Set our "renderedTexture" sampler to use Texture Unit 0
glUniform1i(texture_location, 0);
glBindVertexArray(quad_vao);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glBindVertexArray(0);
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
我相当确定问题不在于顶点着色器或片段着色器,因为我在另一个渲染器类中使用了它们,并且效果很好。请让我知道是否可以提供其他有用的东西。
主要修改:我为我的问题创建了一个最小的可复制示例。
Edit2:我相信我已经对其进行了更新,但是现在显示的是黑屏,而不是白屏。我运行了generate_solid_texture
函数,为quad_vao
启用了veratt atttrib数组,并在主循环中将帧缓冲区设置为默认值。