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c# - 如何调试 OpenTK?

转载 作者:行者123 更新时间:2023-11-30 12:38:00 27 4
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尝试制作游戏,但纹理从未出现在屏幕上。

只为四边形使用颜色是可行的,但是当我尝试为四边形添加纹理时,它只是显示为黑色方 block 。

基本片段着色器:

#version 300 es
precision highp float;

uniform sampler2D SS;

in vec4 Color;

in vec2 UVtrans;
out vec4 color;

void main()
{

color = texture(SS, UVtrans);

//color = Color;
}

顶点着色器:

#version 300 es
layout(location = 0) in vec2 Vertex;
layout(location = 1) in vec2 UV;

uniform vec4 ColorIn;
uniform mat4 QuadMatrix;
out vec2 UVtrans;
out vec4 Color;

void main()
{
gl_Position = QuadMatrix* vec4(Vertex, 0.0, 1.0);
gl_Position.w = 1.0;
UVtrans = UV;
Color = ColorIn;
}

用于将纹理绑定(bind)到四边形的部分代码:

    public void Draw()
{

GL.UseProgram(VSID);
Vector3 SS = new Vector3((new Vector(1, 1) * (Position - Offset)));
SS.Z = Layer * 0.1f;
Matrix4 Scale = Matrix4.CreateScale(Width, Height, 0);
Matrix4 Translation = Matrix4.CreateTranslation(SS);

Matrix4 ViewPoint = Matrix4.CreateOrthographic(Game.window.Width , Game.window.Height, -1,1000);
Matrix4 Rotation = Matrix4.CreateRotationZ((float)Angle);

Matrix4 Combined = Scale * Rotation * Translation * ViewPoint ;

GL.ProgramUniformMatrix4(VSID, GL.GetUniformLocation(VSID, "QuadMatrix"), false, ref Combined);
GL.ProgramUniform4(VSID, GL.GetUniformLocation(VSID, "ColorIn"), Color);
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);

GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
GL.Enable(EnableCap.Texture2D);
GL.Color3(Color);

}

四边形形状生成器:

    public static void CreateQuad()
{
QID = GL.GenVertexArray();
GL.BindVertexArray(QID);

int VID =GL.GenBuffer();
float[] Verticles =
{
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f


};
GL.BindBuffer(BufferTarget.ArrayBuffer, VID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float)*Verticles.Length, Verticles,BufferUsageHint.StaticDraw);

GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(0);

int UVID = GL.GenBuffer();
float[] UVs =
{
0, 1,
1, 1,
0, 0,
0, 0,
1, 1,
1, 0
};
GL.BindBuffer(BufferTarget.ArrayBuffer, UVID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * UVs.Length, UVs, BufferUsageHint.StaticDraw);

GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(1);
}

纹理加载器:

    public static int LoadTexture(string path)
{
if (!File.Exists("Content/" + path))
{
throw new FileNotFoundException("file not found at Content/" + path);
}

int ID = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, ID);

Bitmap BMP = new Bitmap("Content/" + path);
BitmapData data = BMP.LockBits(
new Rectangle(0, 0, BMP.Width, BMP.Height),
ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb);

//int ID = GL.GenTexture();
//GL.BindTexture(TextureTarget.Texture2D, ID);

GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height,
0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);

BMP.UnlockBits(data);

GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);

GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);


return ID;

}

没有错误信息

最佳答案

必须设置为纹理采样器统一的值不是纹理对象(名称)值。它必须是纹理单元的索引。这意味着 TextureUnit.Texture0 为 0,TextureUnit.Texture1 为 1 ...

GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);

GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), 0);

但是在绘制对象之前,您必须将纹理对象绑定(bind)到设置为统一的纹理单元:

GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Texture);

GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);

请注意,BindTexture将命名纹理对象绑定(bind)到指定目标的事件纹理单元。事件纹理单元由 ActiveTexture 设置.
纹理采样器uniform与纹理的绑定(bind)点是纹理单元的索引。


分别在OpenGL ES 3.2中GLSL ES 3.2 , Binding point也可以在着色器代码中设置(类似于属性位置):

layout(binding = 0) uniform sampler2D SS;

关于c# - 如何调试 OpenTK?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57508586/

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