GLSL纹理映射

时间:2013-02-24 21:44:30

标签: glsl texture-mapping

我想用GLSL进行纹理映射。但我想我的代码并没有使用着色器。这是我的代码:

Vertex.vert

#version 330


out vec2 texcoord;

void main()
{
    gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
    texcoord=gl_MultiTexCoord0.xy;
}

Fragment.frag

#version 330

uniform sampler2D img;
in vec2 texcoord;

void main()
{
    vec4 texcolor = texture2D(img,texcoord);
    gl_FragColor=texcolor;

}

主要

中的纹理映射部分
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _textureId[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);      
    glUniform1i(glGetUniformLocation(shader.ShaderProgram,"img"),0);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-2.5f, -2.5f, 2.5f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(2.5f, -2.5f, 2.5f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(2.5f, -2.5f, -2.5f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-2.5f, -2.5f, -2.5f);
    glEnd();

我的代码出了什么问题? 完整代码:

http://codepad.org/O096OoKU

http://codepad.org/m3Snroyv

http://codepad.org/8zvJ4Vrp

2 个答案:

答案 0 :(得分:0)

在我看来,着色器代码是可以的。但是你从未打过电话 glGetAttribLocation() glGetUniformLocation()

在调用gluniform()之前,glVertexAttribPointer()

你也必须在所有这些调用之前不久调用glUseProgram()一次。

答案 1 :(得分:0)

我是新来的,所以如果我错了,但也许它应该是这样的东西呢? 所以代替glTexCoord2f和glVertex2f你总是使用glVertexAttrib2f和3f组合 与布局(location = ???)相反。

如果这适用于你们,请提升。

我试过一些不赞成的事。 glMultiTexCoord gl_texCoord

#ifdef __VERT__
#version 330

uniform mat4 cameraPV;
uniform mat4 lightPV;

layout(location = 0) in vec3 shader_vertexPosition;
layout(location = 1) in vec2 shader_textureCoord;

out vec2 shader_baseTextureCoord;
out vec4 shader_lightTextureCoord;

void main()
{
    vec4 worldPosition = vec4(shader_vertexPosition, 1);
    gl_Position = cameraPV * worldPosition;
    shader_baseTextureCoord = shader_textureCoord;
    shader_lightTextureCoord = lightPV * worldPosition;
}
#endif

static void VertexAttrib(GLuint location, glm::vec3 vector)
{
    glVertexAttrib3f(location, vector.x, vector.y, vector.z);
}

glm::vec3 pa(+50, -10, -50);
glm::vec3 pb(-50, -10, -50);
glm::vec3 pc(+50, -10, +50);
glm::vec3 pd(-50, -10, +50);

glBegin(GL_TRIANGLE_STRIP);
    glVertexAttrib2f(1, 1, 0); GLMisc::VertexAttrib(0, pa);
    glVertexAttrib2f(1, 0, 0); GLMisc::VertexAttrib(0, pb);
    glVertexAttrib2f(1, 1, 1); GLMisc::VertexAttrib(0, pc);
    glVertexAttrib2f(1, 0, 1); GLMisc::VertexAttrib(0, pd);
glEnd();