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社区首页 >问答首页 >纹理未显示

纹理未显示
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Stack Overflow用户
提问于 2019-07-16 19:11:07
回答 1查看 51关注 0票数 2

我试图添加一个纹理到我的三角形,但它只是显示为一个黑色三角形。下面是调用我的起始函数:

代码语言:javascript
复制
GLuint vao;
GLuint shader_programme;
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API createSimpleWindow()
{



    if (std::this_thread::get_id() == MAIN_THREAD_ID)
    {
        oldContext = glfwGetCurrentContext();

        newContext = glfwCreateWindow(640, 480, "window", NULL, oldContext);
        glfwMakeContextCurrent(newContext);
        // start GLEW extension handler
        glewExperimental = GL_TRUE;
        glewInit();

        glEnable(GL_DEPTH_TEST); // enable depth-testing
        glDepthFunc(GL_LESS); // depth-testing interprets a smaller value as "closer"
//triangle pts
        float points[] = {
            0.0f,  0.5f,  0.0f,     0.5f, 1.0f,
            0.5f, -0.5f,  0.0f,     1.0f, 0.0f,
            -0.5f, -0.5f,  0.0f,    0.0f, 0.0f
        };
        GLuint vbo = 0;
        glGenBuffers(1, &vbo);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);

         vao = 0;
        glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
        //glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(1);

        GLuint vs = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vs, 1, &vertex_shader, NULL);
        glCompileShader(vs);
        GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fs, 1, &fragment_shader, NULL);
        glCompileShader(fs);

        shader_programme = glCreateProgram();
        glAttachShader(shader_programme, fs);
        glAttachShader(shader_programme, vs);
        glLinkProgram(shader_programme);

         glUseProgram(shader_programme);
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        int width, height, nrComponents;
        unsigned char *data = stbi_load("/Users/roma/Desktop/Escape Tech/BitBucketRepos/blankpluginGLFW/BlankPlugin/PluginSource/source/container2.png", &width, &height, &nrComponents, 0);

        writeToLog("before data");
        if (data) {
            writeToLog("data contained!!!!!!");
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        }
        glUniform1i(glGetUniformLocation(shader_programme, "texture1"), 0);
        //glfwCreateWindow(640, 480, "My Title", NULL, NULL);
        glfwSetKeyCallback(newContext, key_callback);
    }
    else
    {
        writeToLog("not main thread");
    }
}

下面是在while循环中调用的函数:

代码语言:javascript
复制
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API windowMainLoop()
{

    writeToLog("render loop");
    glfwMakeContextCurrent(newContext);
    glClearColor(0.0f, 1.0f, 1.0f, 1.0f);

    // loop until the window closed
    if (!glfwWindowShouldClose(newContext)) {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        if (std::this_thread::get_id() == MAIN_THREAD_ID)
        {
            // bind Texture
            glBindTexture(GL_TEXTURE_2D, texture);
            glUseProgram(shader_programme);
            glBindVertexArray(vao);
            // draw points 0-3 from the currently bound VAO with current in-use shader
            glDrawArrays(GL_TRIANGLES, 0, 3);
            glfwSwapBuffers(newContext);
            // poll the events
            glfwPollEvents();

        }
        //switch back to old context
        glfwMakeContextCurrent(oldContext);
        writeToLog("finished render loop");
    }

}

我的"if (数据)“语句导致文本开始写入日志,因此我知道图像正在正确加载,但我不知道为什么三角形是黑色的。

任何帮助都将不胜感激!

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2019-07-16 19:20:25

问题是通用顶点属性数据的设置数组。每个属性元组由5个组件(x、y、z、u、v)组成:

浮子points[] ={ 0.0f,0.5f,0.0f,0.5f,0.5f,-0.5f,0.0f,1.0f,0.0f,-0.5f,-0.5f,0.0f,0.0f,0.0f,0.0f };

因此,than参数必须是5 * siezof(GLfloat)而不是6 * siezof(GLfloat)

代码语言:javascript
复制
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);

glBufferData的第二个参数是缓冲区的大小,以字节为单位。缓冲区由GLfloat类型的15个(5 * 3)元素组成。所以大小是15 * sizeof(float)而不是9 * sizeof(float)

代码语言:javascript
复制
glBufferData(GL_ARRAY_BUFFER, 15 * sizeof(float), points, GL_STATIC_DRAW);

由于文件的格式是.png,所以应该设置stbi_load的最后一个参数4,以确保获得纹理的4个通道:

代码语言:javascript
复制
unsigned char *data = stbi_load("?.png", &width, &height, &nrComponents, 4);

glTexImage2D的格式和内部格式必须是GL_RGBA

默认情况下,纹理缩小函数(GL_TEXTURE_MIN_FILTER)是GL_NEAREST_MIPMAP_LINEAR (参见glTexParameteri)。由于不使用mip映射,因此必须将参数更改为GL_LINEAR

代码语言:javascript
复制
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
票数 2
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/57063986

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