我試圖在OpenGL中加載一個紋理,但我得到的只是黑色。我已驗證着色器在編譯時正在返回GL_TRUE。所以,我不認爲這是問題...爲什麼我無法在OpenGL中顯示紋理?
需要注意以下幾點:
我已經採取和https://open.gl/content/code/c3_multitexture.txt修改後的代碼。這是一個教程從https://open.gl/textures
我試圖加載的紋理是從一個640 x 400 PGM文件。您可以假設加載器pgmImage正確加載文件(我已經在GDB中對其進行了驗證)。 PGM是8位B & W數據。在這裏,我試圖將其用作紅色通道,儘管我希望能夠最終將其顯示爲B & W。
我哪裏錯了?
謝謝!代碼編譯時使用:-lglut -lGLU -lGL -lm -lGLEW在g ++中的標誌(有些不是必須的,我知道)。
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <math.h>
// Include GLEW
#include <GL/glew.h>
//Glut
#include <GL/glut.h>
#include "shader.hpp"
#include "PGM.hpp"
GLuint programID;
GLuint output_image;
// Shader sources
const GLchar* vertexSource =
"#version 450 core\n"
"in vec2 position;"
"in vec2 texcoord;"
"out vec2 Texcoord;"
"void main()"
"{"
" Texcoord = texcoord;"
" gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 450 core\n"
"in vec2 Texcoord;"
"out vec4 outColor;"
"uniform sampler2D texData;"
"void main()"
"{"
" outColor = texture(texData, Texcoord);"
"}";
void display()
{
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glFlush();
glutSwapBuffers();
}
void reshape(int width,int height)
{
double w2h = (height>0) ? (double)width/height : 1;
// Set viewport as entire window
glViewport(0,0, width,height);
}
int main(int argc, char** argv)
{
// Image setup
PGM pgmImage;
pgmImage.ReadFile("test.pgm");
// Window Setup
glutInitWindowSize(640, 400);
glutInitWindowPosition (140, 140);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInit(&argc, argv);
glutCreateWindow("OpenGL Application");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Vertices & texture init
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
GLfloat vertices[] = {
// X Y S T
-0.5f, 0.5f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 1.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 0.0f, 1.0f // Bottom-left
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint ebo;
glGenBuffers(1, &ebo);
GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
// Create shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Vertex data specification
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
// Load Textures
//TODO: don't really need 2 textures, but just following along with example source code for now...
GLuint textures[2];
unsigned char* image;
int width, height;
width = pgmImage.GetWidth();
height = pgmImage.GetHeight();
image = (unsigned char *)pgmImage.GetData();
glGenTextures(2, textures);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, image);
glUniform1i(glGetUniformLocation(shaderProgram, "texData"), 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Start program
glutMainLoop();
// Teardown
glDeleteTextures(2, textures);
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
return 0;
}
在某些時候,紋理尺寸必須是2的冪;不確定這在今天的某些情況下是否仍然相關。你有沒有嘗試在glTexImage2D之後檢查glGetError?您是否嘗試使用常量顏色片段着色器來檢查屏幕上的座標? –
感謝您的回覆!座標在屏幕上。我的四邊形是黑色方框,背景是藍色。你對2的權力是正確的,但我讀到這在OpenGL 4.5中並不重要(可能是錯誤的)。我會看看glError說什麼,然後回覆。 – Maxthecat
glTexImage2D調用中存在無效操作。需要匹配的格式和內部格式參數。我將格式設置爲GL_R8UI,該格式可以消除該錯誤,但我仍然得到一個黑色四邊形(沒有紋理)。 – Maxthecat