纹理未应用于 2D 几何体

Texture Not Applied To 2D Geometry

本文关键字:几何体 2D 应用于 纹理      更新时间:2023-10-16

我有一个非常简单的程序,可以将纹理应用于使用OpenGL创建的三角形。这是代码。代码编译并运行流畅,但我没有看到应用的纹理。我做错了什么?添加了所有必要的标头,这是完全有效的代码:

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Shaders
const GLchar* vertexShaderSource = "#version 330 coren"
    "layout (location = 0) in vec3 position;n"
    "void main()n"
    "{n"
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);n"
    "}";
const GLchar* fragmentShaderSource = "#version 330 coren"
    "out vec4 color;n"
    "void main()n"
    "{n"
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);n"
    "}n";
// The MAIN function, from here we start the application and run the game loop
int main()
{
    // Init GLFW
    glfwInit();
    // Set all the required options for GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    // Create a GLFWwindow object that we can use for GLFW's functions
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers
    glewInit();
    // Define the viewport dimensions
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);  
    glViewport(0, 0, width, height);

    // Build and compile our shader program
    // Vertex shader
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // Check for compile time errors
    GLint success;
    GLchar infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILEDn" << infoLog << std::endl;
    }
    // Fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // Check for compile time errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILEDn" << infoLog << std::endl;
    }
    // Link shaders
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // Check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILEDn" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // Set up vertex data (and buffer(s)) and attribute pointers
    GLfloat vertices[] = {
        -0.5f, -0.5f, 0.0f, // Left  
         0.5f, -0.5f, 0.0f, // Right 
         0.0f,  0.5f, 0.0f  // Top   
    };
    GLuint VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
    glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
                          // Load and create a texture 
    GLuint texture1;
    // ====================
    // Texture 1
    // ====================
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
                                            // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // Set texture wrapping to GL_REPEAT
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    int width_t, height_t;
    unsigned char* image = SOIL_load_image("tex.jpg", &width_t, &height_t, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_t, height_t, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents();
        // Render
        // Clear the colorbuffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        // Bind Textures using texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        // Draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glBindVertexArray(0);
        // Swap the screen buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

tex.jpg文件位于项目的正下方。

通过阅读着色器并查看您如何调用它们,您没有 UV 坐标的进出,并且从您的顶点我没有看到任何 UV 坐标正在应用以查看表面上的纹理,您需要一个顶点着色器,它将 UV 数据传递给您的片段着色器, 为了使顶点着色器做到这一点,您的顶点首先需要为它们分配UV。

请参阅:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/

这将向您展示如何在片段着色器中对纹理进行采样以应用纹理的颜色。