绑定2个纹理,只看1

时间:2012-01-28 15:03:10

标签: opengl textures glsl glfw

我正在尝试为我的着色器绑定2个纹理。但由于某种原因,它似乎总是采取我定义的最后一个图像。我做错了吗?

GLuint textures[2];

glEnable(GL_TEXTURE_2D);

glGenTextures(2, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glfwLoadTexture2D("C:\\front.tga", GLFW_BUILD_MIPMAPS_BIT);

glBindTexture(GL_TEXTURE_2D, textures[1]);
glfwLoadTexture2D("C:\\reflect.tga", GLFW_BUILD_MIPMAPS_BIT);

在这种情况下,我在着色器中看到'reflect.tga'的反射和折射......

const vec3 Xunitvec = vec3 (1.0, 0.0, 0.0);
const vec3 Yunitvec = vec3 (0.0, 1.0, 0.0);

uniform vec3  BaseColor;
uniform float Depth;
uniform float MixRatio;

// need to scale our framebuffer - it has a fixed width/height of 2048
uniform float FrameWidth;
uniform float FrameHeight;

uniform sampler2D EnvMap;
uniform sampler2D RefractionMap;

varying vec3  Normal;
varying vec3  EyeDir;
varying vec4  EyePos;
varying float LightIntensity;

void main (void)
{
    // Compute reflection vector
    vec3 reflectDir = reflect(EyeDir, Normal);

    // Compute altitude and azimuth angles

    vec2 index;

    index.y = dot(normalize(reflectDir), Yunitvec);
    reflectDir.y = 0.0;
    index.x = dot(normalize(reflectDir), Xunitvec) * 0.5;

    // Translate index values into proper range

    if (reflectDir.z >= 0.0)
        index = (index + 1.0) * 0.5;
    else
    {
        index.t = (index.t + 1.0) * 0.5;
        index.s = (-index.s) * 0.5 + 1.0;
    }

    // if reflectDir.z >= 0.0, s will go from 0.25 to 0.75
    // if reflectDir.z <  0.0, s will go from 0.75 to 1.25, and
    // that's OK, because we've set the texture to wrap.

    // Do a lookup into the environment map.

    vec3 envColor = vec3 (texture2D(EnvMap, index));

    // calc fresnels term.  This allows a view dependant blend of reflection/refraction
    float fresnel = abs(dot(normalize(EyeDir), Normal));
    fresnel *= MixRatio;
    fresnel = clamp(fresnel, 0.1, 0.9);

   // calc refraction
   vec3 refractionDir = normalize(EyeDir) - normalize(Normal);

   // Scale the refraction so the z element is equal to depth
   float depthVal = Depth / -refractionDir.z;

   // perform the div by w
   float recipW = 1.0 / EyePos.w;
   vec2 eye = EyePos.xy * vec2(recipW);

   // calc the refraction lookup
   index.s = (eye.x + refractionDir.x * depthVal);
   index.t = (eye.y + refractionDir.y * depthVal);

   // scale and shift so we're in the range 0-1
   index.s = index.s / 2.0 + 0.5;
   index.t = index.t / 2.0 + 0.5;

   // as we're looking at the framebuffer, we want it clamping at the edge of the rendered scene, not the edge of the texture,
   // so we clamp before scaling to fit
   float recip1k = 1.0 / 2048.0;
   index.s = clamp(index.s, 0.0, 1.0 - recip1k);
   index.t = clamp(index.t, 0.0, 1.0 - recip1k);

   // scale the texture so we just see the rendered framebuffer
   index.s = index.s * FrameWidth * recip1k;
   index.t = index.t * FrameHeight * recip1k;

    vec3 RefractionColor = vec3 (texture2D(RefractionMap, index));

    // Add lighting to base color and mix
    vec3 base = LightIntensity * BaseColor;
    envColor = mix(envColor, RefractionColor, fresnel);
    envColor = mix(envColor, base, 0.2);

    gl_FragColor = vec4 (envColor, 1.0);
}

1 个答案:

答案 0 :(得分:7)

采样器制服不会绑定纹理对象,而是绑定纹理单元。纹理对象绑定到纹理单元。因此,将纹理绑定到着色器的顺序是

glActiveTexture(GL_TEXTURE0 + texture_unit1);
glBindTexture(GL_TEXTURE_..., texture_object1);

glActiveTexture(GL_TEXTURE0 + texture_unit2);
glBindTexture(GL_TEXTURE_..., texture_object2);


glUniform1i(sampler1_location, texture_unit1);
glUniform1i(sampler2_location, texture_unit2);

纹理单位在0 ... GL_MAX_TEXTURE_UNITS范围内。