Ich versuche, an einem Textur-Mapping 2D zu einem Dreieck zu arbeiten. Aber zur Zeit kann ich nur ein Dreieck mit einer Farbverlauf ohne Textur auf ihm bekommen. Das heißt, meine Texturfunktion in Glsl gibt immer vec4 (1,1,1,1) zurück und mein TextCoords funktioniert. Wie soll ich es beheben? Irgendwelche Vorschläge wären hilfreich zu versuchen!OpenGL GLSL Textur-Funktion immer vec4 (1,1,1,1), weißes Dreieck
Übrigens, habe daran seit 3 Tagen gearbeitet.
in Texturklasse:
Konstruktor:
Texture::Texture(const std::string& fileName){
int width, height, numComponents;
//float* imageData = stbi_loadf(fileName.c_str(), &width, &height, &numComponents, 4);
unsigned char* imageData = stbi_load(fileName.c_str(), &width, &height, &numComponents, 4);
if(imageData == NULL){
cerr << "Texture loading failed for "<<fileName<< endl;
}
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
stbi_image_free(imageData);
}
Texture Bindungsfunktion:
void Texture::Bind(){
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
}
In meinem main.cpp:
m_shader.generateProgramObject();
m_shader.attachVertexShader(getAssetFilePath("VertexShader.vs").c_str());
m_shader.attachFragmentShader(getAssetFilePath("FragmentShader.fs").c_str() );
m_shader.link();
// texture created here
texture = Texture("Assets/bricks.jpg");
// enable vertex attribute indices
glGenVertexArrays(1, &m_vao_triangle);
glBindVertexArray(m_vao_triangle);
// Enable the attribute index location for "position" when rendering.
GLint positionAttribLocation = m_shader.getAttribLocation("position");
glEnableVertexAttribArray(positionAttribLocation);
GLint textCoordLocation = m_shader.getAttribLocation("atextCoord");
glEnableVertexAttribArray(textCoordLocation);
// Restore defaults
glBindVertexArray(0);
CHECK_GL_ERRORS;
uploade Dreiecksdaten zu puffern
vec3 triangleVertices[] = {
// Construct equalaterial triangle
vec3(0.0f, 0.0f, 0.0f),
vec3(0.25f, 1.0f, 0.0),
vec3(0.5f, 0.0f, 0.0f)
};
vec2 textCoords[] = {
vec2(1.0f, 0.0f),
vec2(0.25f, 1.0f),
vec2(0.5f, 0.0f)};
// Generate a vertex buffer object to hold the triangle's vertex data.
glGenBuffers(1, &m_vbo_triangle);
//-- Upload triangle vertex data to the vertex buffer:
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_triangle);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERRORS;
//====generate buffer for holding texture coordinates====
glGenBuffers(1, &m_uv_triangle);
glBindBuffer(GL_ARRAY_BUFFER, m_uv_triangle);
glBufferData(GL_ARRAY_BUFFER, sizeof(textCoords), textCoords,
GL_STATIC_DRAW);
// Unbind the target GL_ARRAY_BUFFER, now that we are finished using it.
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERRORS;
Datenkartenpuffer
glBindVertexArray(m_vao_triangle);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_triangle);
GLint positionAttribLocation = m_shader.getAttribLocation("position");
glVertexAttribPointer(positionAttribLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_uv_triangle);
GLint textCoordLocation = m_shader.getAttribLocation("atextCoord");
glVertexAttribPointer(textCoordLocation,2, GL_FLOAT, GL_FALSE, 0, nullptr);
//-- Unbind target, and restore default values:
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
CHECK_GL_ERRORS;
Upload Uniform Shader
m_shader.enable();
...
GLint uniformLocation_diffuse = m_shader.getUniformLocation("diffuse");
glUniform1i(uniformLocation_diffuse, 0);
CHECK_GL_ERRORS;
m_shader.disable();
CHECK_GL_ERRORS;
Und in meinem Draw Funktion Shader:
glBindVertexArray(m_vao_triangle);
// below I tried, but didn't work
// glClear(GL_STENCIL_BUFFER_BIT);
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glEnable(GL_DEPTH_TEST);
texture.Bind();
// do these below:
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, texture.m_texture);
m_shader.enable();
glDrawArrays(GL_TRIANGLES, 0, 3);
m_shader.disable();
// Restore defaults
glBindVertexArray(0);
CHECK_GL_ERRORS;
Hier werde ich auch meine Shadern anhängen verte x-Shader:
#version 330
in vec3 position;
in vec2 atextCoord;
uniform mat4 transform;
out vec2 textCoord;
void main() {
gl_Position = transform * vec4(position, 1.0);
textCoord = atextCoord;
}
Und mein Fragment-Shader:
#version 330
uniform sampler2D diffuse;
out vec4 fragColor;
in vec2 textCoord;
void main() {
fragColor = vec4(texture(diffuse, textCoord).rgb,1.0) * vec4(textCoord,0.0,1.0);
// texture(...) shows vec4(1,1,1,1)
// radiant colour can only prove my textCoord is working
// fragColor = texture(diffuse, textCoord); <- only shows a default texture
}
Kleber alle Stücke zusammen und bearbeiten in die resultierende [MCVE]. – genpfault
Haben Sie versucht, das interne Texturformat von 'GL_RGBA32F_ARB' in' GL_RGBA8' zu ändern? – Rabbid76
Hallo, gerade versucht, aber hat nicht funktioniert. @ Rabbid76 – Lalaphoon