纹理单位重叠?渲染了错误的纹理

Texture units overlap? Rendered the wrong texture

本文关键字:纹理 错误 单位 重叠      更新时间:2023-10-16

我想在我的片段着色器中使用 4 个纹理。一个是立方体贴图,一个是帧缓冲区上的渲染纹理,最后两个是从图像创建的。

当我尝试在我的片段着色器中调用它们时,无论我调用哪个着色器,我都会得到一个与我调用的着色器不同的着色器或相同的一个(取决于我尝试修复它时所做的不同迭代(。

这就是我得到它的方式

GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
GLenum DrawBuffers[1]={GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
if ( glCheckFramebufferStatus ( GL_FRAMEBUFFER ) == GL_FRAMEBUFFER_COMPLETE )
{
glViewport(0, 0, 1024, 1024);
glClearColor( 0.4f, 0.4f, 0.4f, 1.0f );
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
ngl::ShaderLib* shader = ngl::ShaderLib::instance();
(*shader)["Normal"]->use();
m_transform.setPosition(0.0f, 0.0f, 0.0f);
loadMatricesToShader();
//drawing the quad
prim->draw("tex");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0,1024,768);
// grab an instance of the shader manager
ngl::ShaderLib* shader = ngl::ShaderLib::instance();
( *shader )[ "PBR" ]->use();
glUniform1i(renderedTexture, 1);
//initialize environment map
initEnvironment();
initTexture(2, m_glossMapTex, "images/gloss.png");
glUniform1i(m_glossMapTex, 2);
initTexture(3, m_textMap, "images/alege.png");
glUniform1i(m_textMap, 3);

还有 initTexture 和 initEnvironment

void NGLScene::initTexture(const GLuint& texUnit, GLuint &texId, const char *filename) {
glActiveTexture(GL_TEXTURE0 + texUnit);
// Load up the image using NGL routine
ngl::Image img(filename);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexImage2D (
GL_TEXTURE_2D,    
0,                
img.format(),   
img.width(),      
img.height(),     
0,                
GL_RGB,          
GL_UNSIGNED_BYTE, 
img.getPixels()); 
// Set up parameters for our texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void NGLScene::initEnvironment() {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glActiveTexture (GL_TEXTURE0);
glGenTextures (1, &m_envTex);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_envTex);
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, "images/sky_zneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, "images/sky_zpos.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, "images/sky_ypos.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, "images/sky_yneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, "images/sky_xneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_X, "images/sky_xpos.png");
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_AUTO_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLfloat anisotropy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropy);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
// Set our cube map texture to on the shader so we can use it
ngl::ShaderLib *shader=ngl::ShaderLib::instance();
shader->use("PBR");
shader->setUniform("envMap", 0);
}
void NGLScene::initEnvironmentSide(GLenum target, const char *filename) {
// Load up the image using NGL routine
ngl::Image img(filename);
glTexImage2D (
target,          
0,                
img.format(),     
img.width(),     
img.height(),    
0,               
GL_RGBA,         
GL_UNSIGNED_BYTE, 
img.getPixels()   
);
}

我觉得我对纹理单位和制服设置的了解存在差距,或者我的片段着色器中的制服可能有问题。

在你的代码中有一个误解,即如何使用glUniform1i。如果将值分配给制服,则必须通过制服位置索引标识制服。参见制服 (GLSL(

glUniform1i的第一个参数必须是制服的位置,而不是命名的纹理对象。

制服的位置可以通过布局限定符在着色器中显式设置

例如

GLSL

layout(location = 7) uniform sampler2D u_gloss;

C++

initTexture(2, m_glossMapTex, "images/gloss.png");
glUniform1i(7, 2); // uniform location 7

如果制服的位置不是由布局限定符设置的,则在链接程序时会自动设置制服位置。您可以通过以下方式询问此位置glGetUniformLocation

例如

GLSL

uniform sampler2D u_gloss;

C++

GLuint program_obj = ... ; // ( *shader )[ "PBR" ]->???
GLint gloss_location = glGetUniformLocation(program_obj , "u_gloss");
initTexture(2, m_glossMapTex, "images/gloss.png");
glUniform1i(gloss_location, 2);