C++ GLFW材质未绘制,黑色方形

C++ 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

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,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:

  • 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();
    }
}