OpenGL GL_TEXTURE1 not displaying

OpenGL GL_TEXTURE1 not displaying

本文关键字:not displaying TEXTURE1 GL OpenGL      更新时间:2023-10-16

我正在尝试加载两种不同的纹理,一种是GL_TEXTURE0的,另一种是GL_TEXTURE1的,当我在我的片段着色器中使用统一变量设置 sampler2d 时,仍然只显示第一个纹理。请让我知道以下代码有什么问题。


// main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb/stb_image.h>
#include <unistd.h>
#include "Shader.hpp"
#include <string>
#include <iostream>
#include <chrono>
#include <ctime>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSwapInterval( 1 ) ; 
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("shader.vert", "shader.frag"); 
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions          // colors           // texture coords
0.25f,  0.25f, 0.0f,   1.0f, 1.0f, 1.0f,   0.8f, 0.8f, // top right
0.25f, -0.25f, 0.0f,   1.0f, 1.0f, 1.0f,   0.8f, 0.2f, // bottom right
-0.25f, -0.25f, 0.0f,   1.0f, 1.0f, 1.0f,   0.2f, 0.2f, // bottom left
-0.25f,  0.25f, 0.0f,   1.0f, 1.0f, 1.0f,   0.2f, 0.8f  // top left 
};
unsigned int indices[] = {  
0, 1, 3, // first triangle
1, 2, 3  // second triangle
};
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);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);

// load and create a texture 
// -------------------------
unsigned int texture;
glGenTextures(1, &texture);
// /glActiveTexture(GL_TEXTURE0);
glActiveTexture( GL_TEXTURE0 ) ;
glBindTexture(GL_TEXTURE_2D, texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// set texture filtering parameters
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 width, height, nrChannels;
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
std::string picture = "sample.png" ; 
stbi_set_flip_vertically_on_load( 1 ) ; 
unsigned char *data = stbi_load( picture.c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
unsigned int texture2;
glGenTextures(1, &texture2);
//glActiveTexture(GL_TEXTURE1);
glActiveTexture( GL_TEXTURE1 ) ;
glBindTexture(GL_TEXTURE_2D, texture2); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// set texture filtering parameters
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 width2, height2, nrChannels2;
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
std::string picture2 = "Test.png" ; 
stbi_set_flip_vertically_on_load( 1 ) ; 
unsigned char *data2 = stbi_load( picture2.c_str(), &width2, &height2, &nrChannels2, 0);
if (data2)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data2);
// render loop
// -----------
std::chrono::time_point<std::chrono::system_clock> start, end; 
GLuint tex1Location = glGetUniformLocation( ourShader.ID , "texture2" ) ; 
glUniform1i( tex1Location , 0 ) ; 

while (!glfwWindowShouldClose(window))
{
start = std::chrono::system_clock::now(  ) ; 
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// bind Texture
//glBindTexture(GL_TEXTURE_2D, texture2);
// render container
ourShader.use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
end = std::chrono::system_clock::now(  ) ;
std::chrono::duration<double> elapsed_seconds = end - start; 
std::time_t end_time = std::chrono::system_clock::to_time_t(end); 
unsigned int xx = 1 ; 
if( elapsed_seconds.count(  ) < (float) 1 / 2 )
{
while( elapsed_seconds.count(  ) < (float) 1 / 22 )
{
glfwPollEvents( ) ;
if( glfwWindowShouldClose( window ) )
{
break ; 
}
end = std::chrono::system_clock::now(  ) ;
elapsed_seconds = end - start; 
usleep(1) ;
}
}
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and 
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}

// Sahder.hpp
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try 
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();       
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();         
// if geometry shader path is present, also load a geometry shader
if(geometryPath != nullptr)
{
gShaderFile.open(geometryPath);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if(geometryPath != nullptr)
{
const char * gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if(geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
if(geometryPath != nullptr)
glDeleteShader(geometry);
}
// activate the shader
// ------------------------------------------------------------------------
void use() 
{ 
glUseProgram(ID); 
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{         
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); 
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{ 
glUniform1i(glGetUniformLocation(ID, name.c_str()), value); 
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{ 
glUniform1f(glGetUniformLocation(ID, name.c_str()), value); 
}
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const
{ 
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
}
void setVec2(const std::string &name, float x, float y) const
{ 
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); 
}
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const
{ 
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
}
void setVec3(const std::string &name, float x, float y, float z) const
{ 
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const
{ 
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
}
void setVec4(const std::string &name, float x, float y, float z, float w) 
{ 
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); 
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if(type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "n" << infoLog << "n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "n" << infoLog << "n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
// fragmentShader 
#version 330 core
out vec4 FragColor;
//out vec4 tricolor ; 
in vec3 ourColor;
in vec2 TexCoord;
// texture sampler
uniform sampler2D texture2;
void main()
{
FragColor = texture( texture2 , TexCoord )  ;   
}
// vertexShader
#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 = vec2(aTexCoord.x, aTexCoord.y);
}

我能得到的任何和所有帮助都是有益的,提前感谢。

必须设置为采样器统一的值是纹理单元的编号,纹理对象也绑定在其中。这意味着纹理单元 1 为1(GL_TEXTURE1(。
glUniform指定当前程序对象的统一变量的值。当前程序由glUseProgram安装。

您必须先安装程序,然后才能设置制服的值:

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
GLuint tex1Location = glGetUniformLocation(ourShader.ID , "texture2"); 
ourShader.use();
glUniform1i(tex1Location, 1);

从 glsl 版本4.20 开始,可以通过着色器代码中的绑定点布局限定符设置索引:

layout(binding = 1) uniform sampler2D texture2;