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c++ - 手动生成 mipmap

转载 作者:太空宇宙 更新时间:2023-11-04 02:31:33 27 4
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原帖:
https://computergraphics.stackexchange.com/questions/4793/how-can-i-generate-mipmaps-manually
这是一个愚蠢的错误,我忘记设置所有纹理坐标 :P

OpenGL 相当难学。根据我对 mipmap 的理解,我可以手动设置每个 mipmap 级别,因此当我的纹理看起来更大或更小时,我可以更改要使用的图像。

我尝试了以下代码,但不管三角形的大小如何,它总是采用第一个 mipmap 级别。为什么?如果三角形更接近任何其他 mipmap 级别,为什么不接受它?

我真的很讨厌在我的问题中放一堆代码,因为我强制别人浪费时间分析代码而不是放最相关的代码片段,但我不知道问题出在哪里,我也别无选择。对不起:(

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

const GLchar* VERTEX_SHADER_SOURCE =
"#version 330 core \n"
"layout (location = 0) in vec2 position; \n"
"layout (location = 1) in vec2 myTexCoord; \n"
" \n"
"out vec2 TexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(position,0.0f, 1.0f);\n"
" TexCoord = myTexCoord; \n"
"} \n";

const GLchar* FRAGMENT_SHADER_SOURCE =
"#version 330 core \n"
"in vec2 TexCoord; \n"
" \n"
"out vec4 color; \n"
" \n"
"uniform sampler2D ourTexture; \n"
" \n"
"void main() \n"
"{ \n"
" color = texture(ourTexture, TexCoord);\n"
"} \n";

int main()
{
//Change the value of size by 1,2,4,8,16,32,64,128 or 256 and see how the color of the triangle doesn't change. Why does it happen?
GLint size = 128;

//INIT STUFFS
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(size,size, "", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0,size,size);



GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

//Our image for the mipmap with odd level and green color
//The dimensions are 256 x 256 and is multiplied by 3 because I defined R,G and B colors
unsigned char imageArray[256*256*3];
for(int i = 0; i < 256*256*3; i++){
if((i+2)%3 == 0)
imageArray[i] = 255;
else
imageArray[i] = 0;
}

//Our image for the mipmap with pair level and red color
unsigned char imageArray2[256*256*3];
for(int i = 0; i < 256*256*3; i++){
if(i%3 == 0)
imageArray2[i] = 255;
else
imageArray2[i] = 0;
}

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 8);

//All mipmap levels defined by hand
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray2);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray);
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGB, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray2);
glTexImage2D(GL_TEXTURE_2D, 4, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray);
glTexImage2D(GL_TEXTURE_2D, 5, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray2);
glTexImage2D(GL_TEXTURE_2D, 6, GL_RGB, 4, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray);
glTexImage2D(GL_TEXTURE_2D, 7, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray2);
glTexImage2D(GL_TEXTURE_2D, 8, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, imageArray);

GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, //vertex coordinates
0.0f, 0.0f //Triangle's texture coordinates
};



//VAOs AND VBOs
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat)*3*2));

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);



//SHADERS
GLuint program;
GLuint vertex, fragment;

vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &VERTEX_SHADER_SOURCE, NULL);
glCompileShader(vertex);

fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &FRAGMENT_SHADER_SOURCE, NULL);
glCompileShader(fragment);

program = glCreateProgram();
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);

glDeleteShader(vertex);
glDeleteShader(fragment);
glUseProgram(program);



//DRAWING OUR TRIANGLE
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0,3);
glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window))
glfwPollEvents();



glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}

最佳答案

您的 mipmap 设置看起来不错。但我看到您有这个:

  GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, //vertex coordinates
0.0f, 0.0f //Triangle's texture coordinates
};

看起来您缺少 2 个其他顶点的 UV。另外,除非您想完全控制过滤技术等,否则我不会为手动生成 mipmap 而烦恼。

关于c++ - 手动生成 mipmap,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42596516/

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