显示OpenGL纯色而不是纹理

时间:2013-12-18 15:25:47

标签: c++ opengl mapping textures

所以,我已经查看了本网站和其他人的所有类似问题,但我找不到为什么我的纹理无法加载的答案。我确定纹理是正确读取的,然而,它没有正确应用。这是我的代码:

获取纹理:

 glGenTextures(NumTextures, textures);

glActiveTexture( GL_TEXTURE0 );

// load and bind tree texture
readPPM6("textures/tree_trunk.pbm", treeTex);

glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB,
    GL_UNSIGNED_BYTE, treeTex);

绑定对象:

// VAO[Tree]
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vElements[TreeE]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*treeIndices.size(), treeIndices.data(), GL_STATIC_DRAW);

glBindVertexArray(vArrays[TreeA]);
glBindBuffer(GL_ARRAY_BUFFER, vBuffers[TreeB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*treeVertices.size() + sizeof(vec2) * 90, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat)*treeVertices.size(), treeVertices.data());
glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat)*treeVertices.size(), sizeof(vec2)*90,
    treeTexCoords);
glUseProgram( texture );
vPosition = glGetAttribLocation( texture, "vPosition" );
glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(vPosition);
vTexCoord = glGetAttribLocation( texture, "vTexCoord" );
glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0,
    (const void*) ((sizeof(GLfloat) * treeVertices.size())));
glEnableVertexAttribArray( vTexCoord ); 
glUniform1i(glGetUniformLocation(texture, "texture"), 0);
glBindVertexArray(0);

绘制树:

glUseProgram(texture);

proj_loc = glGetUniformLocation(texture, "projection");
model_view_loc = glGetUniformLocation(texture, "modelview");
glUniformMatrix4fv(proj_loc, 1, GL_TRUE, projmat);
glUniformMatrix4fv(model_view_loc, 1, GL_TRUE, modelmat);

glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFF);

glBindVertexArray(vArrays[TreeA]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vElements[TreeE]);

glEnable(GL_TEXTURE_2D);    

glActiveTexture( GL_TEXTURE0 ); 

glBindTexture(GL_TEXTURE_2D, textures[0]);
glDrawElements(GL_TRIANGLE_STRIP, treeIndices.size(), GL_UNSIGNED_SHORT, NULL);

glDisable(GL_PRIMITIVE_RESTART);
glDisable(GL_TEXTURE_2D);

glUseProgram(0);
glBindVertexArray(0);

树的创建方式:

getCylinderVertices(treeVertices, 10.0, 3.0, 10);
getCylinderIndices(treeIndices, 10);

getConeVertices(treeVertices, 10.0, 15.0, 6.0, 10);
for (int i = 0; i < 10; i++)
{
    treeIndices.push_back(60+i*3);
    treeIndices.push_back(60+i*3+1);
    treeIndices.push_back(60+i*3+2);
    treeIndices.push_back(0xFFFF);
}

treeTexCoords = new vec2[90];
for (int i = 0; i < 10; i++)
{
    treeTexCoords[i*6] = vec2(0.0, 0.0);
    treeTexCoords[i*6+1] = vec2(0.0, 0.2);
    treeTexCoords[i*6+2] = vec2(0.0, 0.0);
    treeTexCoords[i*6+3] = vec2(1.0, 0.2);
    treeTexCoords[i*6+4] = vec2(1.0, 0.0);
    treeTexCoords[i*6+5] = vec2(0.0, 0.0);
}

for (int i = 0; i < 30; i++)
{
    treeTexCoords[60+i] = vec2(0.0,0.0);
}

顶点着色器:

    #version 330 core

attribute vec4 vPosition;
uniform mat4 projection;
uniform mat4 modelview;

attribute vec4 vertex;
attribute vec3 normal;
attribute vec2 vTexCoord;

out vec2 texCoord;

void main() 
{ 
    texCoord    = vTexCoord;
    gl_Position = projection*modelview*vPosition;
}

片段着色器:

 #version 330 core

in  vec2 texCoord;

uniform sampler2D texture;

void main() 
{ 
    gl_FragColor = texture2D(texture, texCoord);
}

修复缓冲区子数据分配问题后,这就是树木当前的样子: http://i.imgur.com/dMBq9xN.jpg

作为参考,这是我正在使用的图像: http://i.imgur.com/QuuQQ5i.jpg

我已经解决了最后一个问题,读者正在读取一个结束线作为图像的一部分,因此所有内容都转移到了下一个颜色。谢谢大家的帮助。

1 个答案:

答案 0 :(得分:1)

我很惊讶这段代码没有导致崩溃,因为纹理坐标数组中浮点组件的数量是一半,sizeof (vec2) * 90是第二次调用glBufferSubData (...)时应该使用的sizeof (treeTexCoords)顶点位置数组中的组件数。当您使用数据填充缓冲区时,您正在超出VBO的存储空间和客户端内存中的纹理坐标数组。

sizeof (...)绝对不是你想要的,因为你动态分配了那个数组!虽然您可以使用new来获取静态大小的数组的大小,如果您尝试使用指向分配有sizeof (treeTexCoords)的内存的指针来执行此操作,您将获得的只是指针本身的大小。因此,glBindVertexArray (vArrays [TreeA]); glBindBuffer (GL_ARRAY_BUFFER, vBuffers [TreeB]); // // @CORRECTION #1 // glBufferData (GL_ARRAY_BUFFER, sizeof (GLfloat) * treeVertices.size () + sizeof (vec2) * 90, NULL, GL_STATIC_DRAW); glBufferSubData (GL_ARRAY_BUFFER, 0, sizeof (GLfloat) * treeVertices.size (), treeVertices.data ()); // // @CORRECTION #2 // glBufferSubData (GL_ARRAY_BUFFER, sizeof (GLfloat) * treeVertices.size (), sizeof (vec2) * 90, treeTexCoords); 可能在您的系统上 4 8

treeTexCoords

更正#1分配适当的存储空间(而不是为所有顶点+ 1指针提供足够的存储空间)。

更正#2仅在treeVertices结束时读取而不是超越它。

根据treeVertices的声明方式,可能还有其他问题 - 您是否可以编辑问题以显示std::vector <GLfloat>的声明?我假设它类似于{{1}}。

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