C++ GLFW材质未绘制,黑色方形
我试图画一个纹理到一个由两个三角形组成的正方形上。但是,不是显示带有纹理的正方形,而是显示黑色正方形。此外,shader.h可以完美地处理颜色。这不是main.cpp中的所有代码,只是纹理代码 Main.cppC++ GLFW材质未绘制,黑色方形,c++,opengl,glsl,glfw,glad,C++,Opengl,Glsl,Glfw,Glad,我试图画一个纹理到一个由两个三角形组成的正方形上。但是,不是显示带有纹理的正方形,而是显示黑色正方形。此外,shader.h可以完美地处理颜色。这不是main.cpp中的所有代码,只是纹理代码 Main.cpp Shader defShader(“resources/shaders/vertex.txt”、“resources/shaders/fragment.txt”); 浮动顶点[]={ 0.5f、0.5f、0.0f、1.0f、0.0f、0.0f、1.0f、1.0f、, 0.5f,-0.5f
Shader defShader(“resources/shaders/vertex.txt”、“resources/shaders/fragment.txt”);
浮动顶点[]={
0.5f、0.5f、0.0f、1.0f、0.0f、0.0f、1.0f、1.0f、,
0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,1.0f,0.0f,
-0.5f,-0.5f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,
-0.5f、0.5f、0.0f、1.0f、1.0f、0.0f、0.0f、1.0f
};
无符号整数索引[]={
0,1,3,
1,2,3
};
未签名的国际VBO、VAO、EBO;
glGenVertexArrays(1和VAO);
glGenBuffers(1,&VBO);
glGenBuffers(1和EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_数组_BUFFER,VBO);
glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
glBindBuffer(GLU元素数组缓冲区,EBO);
glBufferData(GL元素\数组\缓冲区、sizeof(索引)、索引、GL静态\绘图);
glvertexattributepointer(0,3,GL_FLOAT,GL_FALSE,8*sizeof(FLOAT),(void*)0);
GlenableVertexAttributeArray(0);
glvertexattributepointer(1,3,GL_FLOAT,GL_FALSE,8*sizeof(FLOAT),(void*)(3*sizeof(FLOAT));
GlenableVertexAttributeArray(1);
glvertexattributepointer(2,2,GL_FLOAT,GL_FALSE,8*sizeof(FLOAT),(void*)(6*sizeof(FLOAT));
GlenableVertexAttributeArray(2);
无符号整数纹理;
glGenTextures(1,&纹理);
glBindTexture(GL_TEXTURE_2D,纹理);
//设置纹理包裹参数
glTexParameteri(GL_纹理2D、GL_纹理包裹S、GL_重复);
glTexParameteri(GL_纹理2D、GL_纹理包裹、GL_重复);
//设置纹理过滤参数
glTexParameteri(GL_纹理2D、GL_纹理最小过滤器、GL_线性);
glTexParameteri(GL_纹理2D、GL_纹理MAG_过滤器、GL_线性);
//加载图像、创建纹理并生成mipmap
int w、h、NR通道;
unsigned char*data=stbi_load(“resources/textures/wall.jpg”、&w、&h、&nrChannels,0);
如果(数据){
std::cout一些问题:
- 将
stbi\u load()
所需的频道设置为3
,而不是只希望图像是3频道
- 如果加载的图像与默认的
4
不匹配,则设置glPixelStorei(GL\u UNPACK\u对齐,1)
- 加载纹理对象后立即解除其绑定;请确保在绘制之前重新绑定它
- 使用
stbi\u set\u flip\u vertical\u on\u load(1)
(或修改您的texcoords)以“正确”方式翻转OpenGL图像
- 您的vertex/texcoords/Index有点不稳定;我对它们进行了调整,以使其对我有意义
- 您确实应该设置着色器应从哪个特定纹理单元进行采样,而不是依赖“未指定采样器”默认值为零:
unsigned int texture_unit = 0;
glActiveTexture( GL_TEXTURE0 + texture_unit );
glUniform1i( glGetUniformLocation( prog, "ourTexture" ), texture_unit );
总而言之:
#包括
#定义GLFW_包括_无
#包括
#包括
#定义机顶盒映像的实现
#包括“stb_image.h”
无效检查状态(GLuint obj、bool isShader)
{
GLint status=GL_FALSE,log[1相关:如果没有,您应该尝试使用诸如renderdoc之类的工具进行捕获为什么在绘制之前不重新绑定纹理对象?@genpfault我该怎么做?@Borgleader我该如何使用renderdoc?与上载纹理图像的方式相同:glBindTexture(GL_texture_2D,texture)
。
#include <glad/glad.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void CheckStatus( GLuint obj, bool isShader )
{
GLint status = GL_FALSE, log[ 1 << 11 ] = { 0 };
( isShader ? glGetShaderiv : glGetProgramiv )( obj, isShader ? GL_COMPILE_STATUS : GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
( isShader ? glGetShaderInfoLog : glGetProgramInfoLog )( obj, sizeof( log ), NULL, (GLchar*)log );
std::cerr << (GLchar*)log << "\n";
std::exit( EXIT_FAILURE );
}
void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader, true );
glAttachShader( program, shader );
glDeleteShader( shader );
}
const char* vert = 1 + R"GLSL(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main() {
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
)GLSL";
const char* frag = 1 + R"GLSL(
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
)GLSL";
int main( int, char** )
{
glfwSetErrorCallback( []( int, const char* desc ) { std::cerr << desc << "\n"; std::exit( EXIT_FAILURE ); } );
glfwInit();
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
GLFWwindow* window = glfwCreateWindow( 640, 480, "GLFW", NULL, NULL );
glfwMakeContextCurrent( window );
gladLoadGLLoader( (GLADloadproc)glfwGetProcAddress );
GLuint prog = glCreateProgram();
AttachShader( prog, GL_VERTEX_SHADER, vert );
AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog, false );
float vertices[] =
{
-0.5f, -0.5f, 0.0f, 1.0f,1.0f,0.0f, 0.0f,0.0f,
0.5f, -0.5f, 0.0f, 0.0f,1.0f,0.0f, 1.0f,0.0f,
0.5f, 0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f,1.0f,
-0.5f, 0.5f, 0.0f, 1.0f,1.0f,0.0f, 0.0f,1.0f
};
unsigned int indices[] =
{
0,1,2,
2,3,0
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Set texture wrap parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering paremeters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load image, create texture and generate mipmaps
int w, h;
stbi_set_flip_vertically_on_load( 1 );
// https://upload.wikimedia.org/wikipedia/commons/thumb/d/d1/Brick_wall_close-up_view.jpg/800px-Brick_wall_close-up_view.jpg
unsigned char *data = stbi_load("wall.jpg", &w, &h, NULL, 3);
if (data)
{
std::cout << "LOADING TEXTURE: " << w << "x" << h << std::endl;
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
else
{
std::cout << "FAILED TO LOAD TEXTURE\n" << std::endl;
}
stbi_image_free(data);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render stuff
glUseProgram( prog );
unsigned int texture_unit = 0;
glActiveTexture( GL_TEXTURE0 + texture_unit );
glUniform1i( glGetUniformLocation( prog, "ourTexture" ), texture_unit );
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
}