[英]Sampling from a texture gives a black model using opengl and SOIL2
I'm trying to texture a model but all I get is the model rendered totally in black.我正在尝试对 model 进行纹理处理,但我得到的只是 model 完全呈现为黑色。 i use SOIL2 library to load the image into the memory and the following code shows Load function in my Texture class.我使用SOIL2库将图像加载到 memory 中,以下代码显示在我的纹理class 中加载function。
bool Texture::Load(std::string texturePath)
{
int channels = 0;
unsigned char* image = SOIL_load_image(texturePath.c_str(), &mWidth, &mHeight, &channels, SOIL_LOAD_AUTO);
if (image == nullptr)
{
std::cout << "Failed to load image " << texturePath;
return false;
}
int format = GL_RGB;
if (channels == 4)
{
format = GL_RGBA;
}
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glGenerateMipmap(GL_TEXTURE_2D);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, format, mWidth, mHeight, 0, format, GL_UNSIGNED_BYTE, image);
// Free data
SOIL_free_image_data(image);
return true;
}
When I tried to debug the code I found out that the image pointer is pointing to an empty array as the following image I don't know if this is the problem or not but I found it weird and I'm pretty sure that the image is loaded successfully because mWidth and mHeight have their correct values.当我尝试调试代码时,我发现图像指针指向一个空数组,如下图我不知道这是否是问题,但我发现它很奇怪,我很确定图像加载成功,因为mWidth和mHeight具有正确的值。
My vertex shader :我的顶点着色器:
#version 330 core
layout(location=0) in vec3 position ;
layout(location=1) in vec2 UVCoord ;
layout(location=2) in vec3 normal ;
uniform mat4 uWorldTransform ;
uniform mat4 uView ;
uniform mat4 uProjection ;
out vec2 textCoord ;
void main()
{
gl_Position = uProjection * uView * uWorldTransform * vec4(position, 1.0) ;
textCoord = UVCoord ;
}
and my fragment shader和我的片段着色器
#version 330 core
in vec2 textCoord ;
out vec4 color ;
uniform sampler2D myTexture ;
void main()
{
color = texture(myTexture , textCoord) ;
}
My rendering code :我的渲染代码:
void Renderer::Draw()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
std::vector<Actor*> actors = mGame->GetActors();
for (auto act : actors)
{
if (act->GetDrawable())
{
glm::mat4 worldTransform = act->GetWorldTransform();
Shader* shader = mShaders[act->GetMesh()->GetShaderName()];
VertexArrayObject* vao = act->GetMesh()->GetVAO();
Texture* text = act->GetTexture();
shader->Bind();
shader->SetMatrix4Uniform("uWorldTransform", worldTransform);
shader->SetMatrix4Uniform("uView", mView);
shader->SetMatrix4Uniform("uProjection", mProjection);
if (text)
{
text->Bind();
}
vao->Bind();
glDrawElements(GL_TRIANGLES, vao->GetEBOsize(), GL_UNSIGNED_INT, nullptr);
}
}
glfwSwapBuffers(mGame->GetWindow());
}
This is the result I get on my screen:这是我在屏幕上得到的结果:
Call glGenerateMipmap()
after image upload ( glTexImage2D()
), otherwise it won't do anything useful since there isn't any image data in the texture yet to generate mipmaps from.在图像上传( glTexImage2D()
)之后调用glGenerateMipmap()
) ,否则它不会做任何有用的事情,因为纹理中还没有任何图像数据可以从中生成 mipmap。
Or disable mip sampling by setting GL_TEXTURE_MIN_FILTER
to GL_LINEAR
/ GL_NEAREST
.或者通过将GL_TEXTURE_MIN_FILTER
设置为GL_LINEAR
/ GL_NEAREST
来禁用 mip 采样。
Also, be careful with GL_RGB
& the default GL_UNPACK_ALIGNMENT
of 4
.另外,请注意GL_RGB
和默认的GL_UNPACK_ALIGNMENT
4
。 1
is what you usually want. 1
是你通常想要的。
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