从 OpenGL 中的纹理采样为黑色

2023-12-27

我正在按照以下教程尝试图形处理http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06 http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06

问题:当我尝试对立方体进行纹理处理时,我的样本是黑色的。

截屏:http://puu.sh/2JP1H.jpg http://puu.sh/2JP1H.jpg(注:我设置 blue = uv.x 来测试我的 UV)

我查看了线程OpenGL 纹理仅显示为黑色 https://stackoverflow.com/questions/4124708/opengl-textures-appear-just-black, and 纹理全黑 https://stackoverflow.com/questions/16077448/texture-is-all-black,但似乎他们有不同的问题。

首先,我使用 SOIL 图像加载库加载纹理:

int w, h;
unsigned char* img = SOIL_load_image("resources/images/4x4window.jpg",&w,&h,0,0);
ErrorIf(!img, "%s", SOIL_last_result());
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE, texture_id);
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,w,h,0,GL_RGB,GL_UNSIGNED_BYTE,img);

我的渲染函数将纹理传递给着色器程序:

void onDisplay()
{
  glClearColor(1.0, 1.0, 1.0, 1.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glUseProgram(program);

  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, texture_id);
  glUniform1i(uniform_myTexture, /*GL_TEXTURE*/0);

  glEnableVertexAttribArray(attribute_coord3d); // open shader var
  glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_verts); // put stuff in buffer
  glVertexAttribPointer(attribute_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); //send

  glEnableVertexAttribArray(attribute_texcoord);
  glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_texcoords);
  glVertexAttribPointer(attribute_texcoord, 2, GL_FLOAT, GL_FALSE, 0, 0);

  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements);
  int size; 
  glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0);

  glDisableVertexAttribArray(attribute_coord3d);
  glDisableVertexAttribArray(attribute_texcoord);

  glutSwapBuffers();
}

顶点着色器:

attribute vec3 coord3d;
attribute vec2 texcoord;
varying vec2 f_texcoord;
uniform mat4 mvp;

void main(void)
{
  gl_Position = mvp * vec4(coord3d, 1.0);
  f_texcoord = texcoord;
}

片段着色器:

varying vec2 f_texcoord;
uniform sampler2D mytexture;

void main(void)
{
  vec4 result = texture2D(mytexture, f_texcoord);

  result.z = f_texcoord.x;
  result.w = 1;

  gl_FragColor = result;
}

纹理绑定的线是:

glBindTexture(GL_TEXTURE, texture_id);

那应该是:

glBindTexture(GL_TEXTURE_2D, texture_id);
本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系:hwhale#tublm.com(使用前将#替换为@)

从 OpenGL 中的纹理采样为黑色 的相关文章

随机推荐