[英]OpenGL 3.3 no texture gets rendered (black texture, C++, GLFW/SOIL)
I'm currently learning OpenGL 3.3 using C++ and GLFW (and SOIL for loading image files to create textures). 我目前正在使用C ++和GLFW(以及用于加载图像文件以创建纹理的SOIL)学习OpenGL 3.3。 I've implemented a batch rendering system that takes vertex information, maps the VBO data to a buffer variable, writes submitted vertex information to that buffer every frame and renders said frame. 我已经实现了一个批处理渲染系统,该系统采用顶点信息,将VBO数据映射到缓冲区变量,每帧将提交的顶点信息写入该缓冲区并渲染该帧。
The renderer.cpp looks like this: http://pastebin.com/N6nWdew6 while the VertexData struct is defined in the renderer.hpp as: renderer.cpp看起来像这样: http ://pastebin.com/N6nWdew6,而在renderer.hpp中将VertexData结构定义为:
struct VertexData {
VertexData()
: vertex(glm::vec3(0.0f, 0.0f, 0.0f)),
color(glm::vec4(0.0f, 0.0f, 0.0f, 0.0f)),
texCoord(glm::vec2(0.0f, 0.0f)),
tid(0) {};
VertexData(glm::vec3 vertex, glm::vec4 color, glm::vec2 texCoord, GLuint tid)
: vertex(vertex),
color(color),
texCoord(texCoord),
tid(tid) {};
~VertexData() {};
glm::vec3 vertex;
glm::vec4 color;
glm::vec2 texCoord;
GLuint tid;
};
Now, submitting and rendering actual vertices, color information, texture coordinates etc. seems to work, but the texture still doesn't get rendered, all I get is a black square. 现在,提交和渲染实际的顶点,颜色信息,纹理坐标等似乎可以正常工作,但是纹理仍然无法渲染,我得到的只是一个黑色正方形。 The most important bits of the actual submission in the main loop look like this (warning: looks bad, just for testing purposes; I tried to shorten it the best I could): 主循环中实际提交的最重要部分如下所示(警告:看起来很糟糕,仅出于测试目的;我已尽力将其缩短)。
[...]
/*Static variables in the window class, just for testing purposes*/
Shader* Window::_exampleShader = nullptr;
Texture* Window::_exampleTexture = nullptr;
Renderer::VertexData Window::vA;
Renderer::VertexData Window::vB;
Renderer::VertexData Window::vC;
Renderer::VertexData Window::vD;
[...]
/*Initialization in the window constructor*/
_exampleShader = new Shader("../src/glsl/basicVertex.glsl", "../src/glsl/basicFragment.glsl");
_exampleTexture = new Texture("../res/test.png");
/*TOP LEFT*/
vA.vertex = glm::vec3(-0.5f, 0.5f, 0.0f);
vA.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
vA.texCoord = glm::vec2(0.0f, 1.0f);
vA.tid = _exampleTexture->getTextureID();
/*TOP RIGHT*/
vB.vertex = glm::vec3(0.5f, 0.5f, 0.0f);
vB.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
vB.texCoord = glm::vec2(1.0f, 1.0f);
vB.tid = _exampleTexture->getTextureID();
/*BOTTOM LEFT*/
vC.vertex = glm::vec3(-0.5f, -0.5f, 0.0f);
vC.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
vC.texCoord = glm::vec2(0.0f, 0.0f);
vC.tid = _exampleTexture->getTextureID();
/*BOTTOM RIGHT*/
vD.vertex = glm::vec3(0.5f, -0.5f, 0.0f);
vD.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
vD.texCoord = glm::vec2(1.0f, 0.0f);
vD.tid = _exampleTexture->getTextureID();
[...]
/*Submission in the main loop*/
_exampleShader->bind();
_exampleTexture->bind();
_exampleShader->setUniformMat4("model_matrix", glm::mat4(1.0f));
_exampleShader->setUniformMat4("view_matrix", glm::lookAt(glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 1.0f, 0.0f)));
_exampleShader->setUniformMat4("projection_matrix", glm::perspective(ConversionUtils::convertFOV(90.0f), getAspectRatio(), 0.0001f, 100.0f));
Renderer::begin();
Renderer::submit(vC);
Renderer::submit(vA);
Renderer::submit(vB);
Renderer::submit(vC);
Renderer::submit(vD);
Renderer::submit(vB);
Renderer::end();
glfwSwapBuffers(_window);
[...]
As you can see, I create some example vertex data and submit that every frame. 如您所见,我创建了一些示例顶点数据并将其提交给每一帧。 Now, the last bits of code are my vertex and fragment shaders: 现在,最后的代码是我的顶点和片段着色器:
Vertex Shader: 顶点着色器:
#version 330 core
layout(location = 0) in vec3 v_vertex;
layout(location = 1) in vec4 v_color;
layout(location = 2) in vec2 v_texCoord;
layout(location = 3) in uint v_tid;
out vec4 f_color;
out vec2 f_texCoord;
flat out uint f_tid;
uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
void main() {
f_color = v_color;
f_texCoord = v_texCoord;
f_tid = v_tid;
mat4 mvp = projection_matrix * view_matrix * model_matrix;
gl_Position = mvp * vec4(v_vertex, 1.0);
}
Fragment shader: 片段着色器:
#version 330 core
in vec4 f_color;
in vec2 f_texCoord;
flat in uint f_tid;
out vec4 color;
uniform sampler2D texSampler;
void main() {
color = texture(texSampler, f_texCoord);
}
That's what I'm working with. 这就是我正在使用的。 Now, I already did a bunch of googling and even asked on the OpenGL channel @ freenode, but no one could help me with this. 现在,我已经进行了一堆谷歌搜索,甚至在OpenGL频道@ freenode上询问了,但是没有人可以帮我这个忙。 I removed deprecated functionality by using the core 3.3 profile, even the forward compatible profile, despite the fact that I should not be doing this. 尽管我不应该这样做,但我通过使用核心3.3配置文件(甚至是向前兼容的配置文件)删除了不推荐使用的功能。 Other things I already checked: 我已经检查过的其他内容:
Other information that might be useful: I've tested this on both Intel and Nvidia GPUs using their most recent drivers on Antergos (Arch) Linux (one on Wayland, one on X11). 其他可能有用的信息:我已经使用Intel和Nvidia GPU在Antergos(Arch)Linux上的最新驱动程序(在Wayland上使用一个,在X11上使用一个)对它们进行了测试。 64-bit architecture. 64位架构。 Most recent versions of the libraries (GLFW3, SOIL, GLEW and GLM). 库的最新版本(GLFW3,SOIL,GLEW和GLM)。 Compiled using Clang++. 使用Clang ++编译。 Valgrind doesn't give me any useful output either. Valgrind也没有给我任何有用的输出。
Me and the IRC chatroom are running out of ideas - what could cause this? 我和IRC聊天室的想法都用光了-是什么原因引起的?
As @RetoKoradi said in his comment, you are not actually passing any parameters to your texture, therefore your texture is not complete. 正如@RetoKoradi在他的评论中所说,您实际上并没有将任何参数传递给纹理,因此您的纹理并不完整。
Try to add in texture.cpp something like : 尝试在texture.cpp中添加如下内容:
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, your_internal_format, width, height, 0, your_format, your_type, texture_pointer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, your_behavior);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, your_behavior);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
or 要么
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
or 要么
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
you can find more informations about texture completness here : OpenGL Common Mistakes . 您可以在此处找到有关纹理完成度的更多信息: OpenGL常见错误 。 Note that the problem @RetoKoradi is refering about is addressed in this link. 请注意,此链接中已解决@RetoKoradi所涉及的问题。
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