gpt4 book ai didi

c - OpenGL 纹理,黑色方 block

转载 作者:太空狗 更新时间:2023-10-29 11:29:16 24 4
gpt4 key购买 nike

我正在尝试找出在 OpenGL 中渲染单个纹理的正确方法,我取得了一些进展,但我只得到了一个黑色方 block 。我只是不确定是否有什么事情我没有做,或者我是否没有按照正确的顺序做事,或者我只是在某个地方犯了一个错误。互联网上的所有文章似乎都在说完全不同的事情,而且代码总是被分成小样本,所以我永远无法弄清楚什么应该进入主循环,什么不应该。

首先,这是我目前所拥有的。我使用 FreeImage 加载图像:

FIBITMAP *load_image(image_data *image)
{
image->texture_id = 0;
FreeImage_Initialise(FALSE);
FIBITMAP *bitmap = NULL;
FREE_IMAGE_FORMAT format = FreeImage_GetFIFFromFilename(image->path);

if (!(bitmap = FreeImage_Load(
format,
image->path,
PNG_DEFAULT)))
exit(EXIT_FAILURE);

glGenTextures(1, &(image->texture_id));
glBindTexture(GL_TEXTURE_2D, image->texture_id);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_BGR,
FreeImage_GetWidth(bitmap),
FreeImage_GetHeight(bitmap),
0,
GL_BGR,
GL_UNSIGNED_INT,
bitmap);
FreeImage_Unload(bitmap);
return bitmap;
}

然后这里是我的主程序循环:

void main_loop(
image_data *image,
shader_info *vertex_shader,
shader_info *fragment_shader)
{
/* Create variables to house vertex-array/vertex-buffer object names. */
GLuint vArray, vBuffer, program, uniform_mytexture;

/* NDC (x, y) pair for each vertex. */
GLfloat vertices[4][2] = {
{-0.90, -0.90},
{0.90, -0.90},
{-0.90, 0.90},
{0.90, 0.90}};

printf("%s\n", glGetString(GL_VERSION));

/*
* Allocates OpenGL memory, and binds vArray and vBuffer
* to that memory for use as VAO and VBO names, repectively.
*/
program = initialize_image(
&vArray,
&vBuffer,
vertices,
sizeof(vertices),
vertex_shader,
fragment_shader);

/* Main display loop */
while (!glfwWindowShouldClose(window.glfw_window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0, 0.5, 0.0, 1.0);
glViewport(0, 0, window.width, window.height);
glUseProgram(program);
glBindVertexArray(vArray);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, image->texture_id);
uniform_mytexture = glGetUniformLocation(program, "mytexture");
glUniform1i(uniform_mytexture, GL_TEXTURE0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glfwSwapBuffers(window.glfw_window);
glfwPollEvents();
glFlush();
}
return;
}

如您所见,我在 initialize_image() 中执行了大部分 glGen* 和 glBind* 操作,如下所示:

int initialize_image(
GLuint*vArray,
GLuint *vBuffer,
GLfloat vertices[][2],
int size,
shader_info *vertex_shader,
shader_info *fragment_shader)
{
GLuint vShader, fShader, program, link_ok;
GLint attribute_vpos, attribute_texcoord;
const char *attribute_name_vpos = "vertex_position", *attribute_name_texcoord = "texcoord";

glGenVertexArrays(1, vArray);
glBindVertexArray(*vArray);
glGenBuffers(1, vBuffer);
glBindBuffer(GL_ARRAY_BUFFER, *vBuffer);
glBufferData(
GL_ARRAY_BUFFER,
size,
vertices,
GL_STATIC_DRAW);

vertex_shader->content = load_shader(vertex_shader->path);
fragment_shader->content = load_shader(fragment_shader->path);
vShader = compile_shader(GL_VERTEX_SHADER, vertex_shader->content);
fShader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader->content);
program = glCreateProgram();
glAttachShader(program, vShader);
glAttachShader(program, fShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);

if (!link_ok)
{
fprintf(stderr, "Shader linkage failed.\n");
exit(EXIT_FAILURE);
}

attribute_vpos = glGetAttribLocation(program, attribute_name_vpos);

if (attribute_vpos == -1)
{
fprintf(stderr, "Attribute binding failed.\n");
exit(EXIT_FAILURE);
}

glVertexAttribPointer(
attribute_vpos,
2,
GL_FLOAT,
GL_FALSE,
0,
BUFFER_OFFSET(0));
glEnableVertexAttribArray(attribute_vpos);

attribute_texcoord = glGetAttribLocation(program, attribute_name_texcoord);

if (attribute_texcoord == -1)
{
fprintf(stderr, "Attribute binding failed.\n");
exit(EXIT_FAILURE);
}

glEnableVertexAttribArray(attribute_texcoord);

GLuint texture_vbo;
GLfloat texture_coords[4][2] = {
{-1.0, -1.0},
{1.0, -1.0},
{-1.0, 1.0},
{1.0, 1.0}};

glGenBuffers(1, &texture_vbo);
glBindBuffer(GL_ARRAY_BUFFER, texture_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(texture_coords), texture_coords, GL_STATIC_DRAW);
glEnableVertexAttribArray(attribute_texcoord);
glBindBuffer(GL_ARRAY_BUFFER, texture_vbo);
glVertexAttribPointer(
attribute_texcoord,
2,
GL_FLOAT,
GL_FALSE,
0,
0);

return program;
}

这是我的顶点着色器:

#version 330 core

layout(location = 0) in vec4 vertex_position;
attribute vec2 texcoord;
varying vec2 f_texcoord;

void main(void)
{
gl_Position = vertex_position;
f_texcoord = texcoord;
return;
}

片段着色器:

#version 330 core

out vec4 fragment_color;
varying vec2 f_texcoord;
uniform sampler2D mytexture;

void main(void)
{
fragment_color = texture2D(mytexture, f_texcoord);
return;
}

我很抱歉转储了这么多代码,我无法真正指出我哪里出错了,所以我不想遗漏一些东西。如果有人能指出正确的方向,我将不胜感激。

几天来我一直在努力弄清楚如何做到这一点。花这么多时间在 OpenGL 最基本的功能之一上,我感到很无能。

最佳答案

这段代码有很多问题:

  1. 据我所知,GL_BGR 作为内部纹理格式是无效的。此外,将 GL_UNSIGNED_INT 指定为 glTexImage2D() 的类型将意味着每个组件 都是无符号整数,而您的纹理加载例程很可能提供组件的无符号字节。 bitmap 是指向 FIBITMAP 对象的指针,而最后一个参数需要是指向实际图像数据的指针。所以调用应该是:

    glTexImage2D(
    GL_TEXTURE_2D,
    0,
    GL_RGB8,
    FreeImage_GetWidth(bitmap),
    FreeImage_GetHeight(bitmap),
    0,
    GL_BGR,
    GL_UNSIGNED_BYTE,
    FreeImage_GetBits(bitmap));
  2. 纹理采样器统一变量的值是错误的:

    glUniform1i(uniform_mytexture, GL_TEXTURE0);

    这需要是纹理单元的索引,而不是对应的枚举值。将调用替换为:

    glUniform1i(uniform_mytexture, 0);
  3. 着色器代码使用了一些在核心配置文件中不可用的存储限定符。 attributevarying 在核心配置文件中无效。 attribute 被替换为 invarying 被顶点着色器中的 outin 在片段着色器中。所以顶点着色器中的声明应该是:

    layout(location = 0) in vec4 vertex_position;
    layout(location = 1) in vec2 texcoord;
    out vec2 f_texcoord;

    在片段着色器中:

    out vec4 fragment_color;
    in vec2 f_texcoord;
    uniform sampler2D mytexture;

关于c - OpenGL 纹理,黑色方 block ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27218953/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com