OpenGL多个纹理与多个着色程序

OpenGL multiple texture with multiple shader programs

本文关键字:程序 纹理 OpenGL      更新时间:2023-10-16

我试图做一个场景在OpenGL从太空模拟地球。我现在有两个球体,一个是地球,另一个稍微大一点的是云。地球和云球对象有自己的着色程序,以保持简单。地球着色程序需要4个纹理(白天,夜晚,specmap和normalmap),云着色程序需要2个纹理(cloudmap和normalmap)。我有一个对象类,它有一个渲染函数,在这个函数中我使用这个逻辑:

//bind the current object's texture
for (GLuint i = 0; i < texIDs.size(); i++){
    glActiveTexture(GL_TEXTURE0 + i);
    if (cubemap)
        glBindTexture(GL_TEXTURE_CUBE_MAP, texIDs[i]);
    else
        glBindTexture(GL_TEXTURE_2D, texIDs[i]);
}
    if (samplers.size()){
    for (GLuint i = 0; i < samplers.size(); i++){
        glUniform1i(glGetUniformLocation(program, samplers[i]), i);
    }
}

从第0个纹理单元开始,将N个纹理绑定到从GL_TEXTURE0开始的N个纹理单元。然后在shader程序中绑定从0到N的采样器。采样器是我在加载纹理时提供的:

void Object::loadTexture(const char* filename, const GLchar* sampler){
    int texID;
    texID = SOIL_load_OGL_texture(filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS);
    if(texID == 0){
        cerr << "SOIL error: " << SOIL_last_result();
    }
    cout << filename << " Tex ID: " << texID << endl;
    texIDs.push_back(texID);
    samplers.push_back(sampler);
    //glBindTexture(GL_TEXTURE_2D, texID);
}

当我这样做时,第一个球体(地球)中的所有纹理都被成功加载,但在第二个球体中,我没有得到任何纹理,我只得到一个黑色球体。我的问题是,我应该如何管理多个纹理和采样器,如果我使用不同的着色器程序为每个对象?

从我看到你绑定所有纹理作为单独的纹理单元

  • 错误
  • 如果你有100个对象,每个对象有4个纹理…
  • 我强烈怀疑你有400个纹理单位可供使用
  • 纹理ID (name)不是纹理单元

我这样渲染空间体:

  1. 第一次渲染天体几何

    • 我有特定的纹理单位为特定的任务

      // texture units:            
      // 0 - texture0 map 2D rgba (surface)
      // 1 - texture1 map 2D rgba (clouds blend)
      // 2 - normal map 2D xyz (normal/bump mapping)
      // 3 - specular map 2D i (reflection shininess)
      // 4 - light map 2D rgb rgb (night lights)
      // 5 - enviroment/skybox cube map 3D rgb
      
    • 查看该链接中的着色器(它也是为太阳系可视化编写的)…

    • 在每次渲染前只绑定单个主体的纹理
    • (在你绑定着色器之后)
    • 不改变纹理单位含义(如果你这样做,shader将如何知道哪个纹理是什么?)
  2. 第二个渲染通道添加了大气

    • 没有使用纹理
    • 它只是一个透明的四边形覆盖整个屏幕
  3. 这里有一些关于您的任务的见解

[edit1] multitextures的例子

// init shader once per render all geometries
GLint prog_id;      // shader program ID;
GLint txrskybox;    // global skybox environment cube map
GLint id;
glUseProgram(prog_id);
id=glGetUniformLocation(prog_id,"txr_texture0"); glUniform1i(id,0); //uniform sampler2D   txr_texture0;
id=glGetUniformLocation(prog_id,"txr_texture1"); glUniform1i(id,1); //uniform sampler2D   txr_texture1;
id=glGetUniformLocation(prog_id,"txr_normal");   glUniform1i(id,2); //uniform sampler2D   txr_normal;
id=glGetUniformLocation(prog_id,"txr_specular"); glUniform1i(id,3); //uniform sampler2D   txr_specular;
id=glGetUniformLocation(prog_id,"txr_light");    glUniform1i(id,4); //uniform sampler2D   txr_light;
id=glGetUniformLocation(prog_id,"txr_skybox");   glUniform1i(id,5); //uniform samplerCube txr_skybox;
// add here all uniforms you need ...
glActiveTexture(GL_TEXTURE0+5); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP,txrskybox);
for (i=0;i<all_objects;i++)
    {
    // add here all uniforms you need ...
    // pass textures once per any object render
    // obj::(GLint) txr0,txr1,txrnor,txrspec,txrlight; // object local textures
    glActiveTexture(GL_TEXTURE0+0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,obj[i].txr0);
    glActiveTexture(GL_TEXTURE0+1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,obj[i].txr1);
    glActiveTexture(GL_TEXTURE0+2); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,obj[i].txrnor);
    glActiveTexture(GL_TEXTURE0+3); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,obj[i].txrspec);
    glActiveTexture(GL_TEXTURE0+4); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,obj[i].txrlight);
    // here render the geometry of obj[i]
    }
// unbind textures and shaders
glActiveTexture(GL_TEXTURE0+5); glBindTexture(GL_TEXTURE_CUBE_MAP,0); glDisable(GL_TEXTURE_CUBE_MAP);
glActiveTexture(GL_TEXTURE0+4); glBindTexture(GL_TEXTURE_2D,0); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0+3); glBindTexture(GL_TEXTURE_2D,0); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0+2); glBindTexture(GL_TEXTURE_2D,0); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0+1); glBindTexture(GL_TEXTURE_2D,0); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0+0); glBindTexture(GL_TEXTURE_2D,0); glDisable(GL_TEXTURE_2D); // unit0 at last so it stays active ...
glUseProgram(0);