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OpenGL mixing two textures always picks up the first texture

Here is my code where I mix two texture,

main.cpp

#include <iostream>

// GLEW
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>


// Shader Class
#include "Shader.h"

// SOIL2 JSpartan
#include "SOIL2.h"

const int WIDTH=500, HEIGHT=600;

int main() {

    // Init GLFW
    glfwInit( );

    // Set all the required options for GLFW
    glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
    glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
    glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
    glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );

    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );

    // Create a GLFWwindow object that we can use for GLFW's functions
    GLFWwindow *window = glfwCreateWindow( WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr );

    int screenWidth, screenHeight;
    glfwGetFramebufferSize( window, &screenWidth, &screenHeight );

    if ( nullptr == window )
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate( );

        return EXIT_FAILURE;
    }

    glfwMakeContextCurrent( window );

    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers
    if ( GLEW_OK != glewInit( ) )
    {
        std::cout << "Failed to initialize GLEW" << std::endl;
        return EXIT_FAILURE;
    }

    // Define the viewport dimensions
    glViewport( 0, 0, screenWidth, screenHeight );
    // enable alpha support
    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );


    // load shaders
    Shader *ourShader = new Shader("res/shaders/core.vs","res/shaders/core.fs");

    GLfloat vertices[] = {
        1.0f, 1.0f, 0.0f,       1.0f, 0.0f, 0.0f,       1.0f, 1.0f, // top right corner
        1.0f, -1.0f, 0.0f,      0.0f, 1.0f, 0.0f,       1.0f, 0.0f, // bottom right corner
        -1.0f, -1.0f, 0.0f,     0.0f, 0.0f, 1.0f,       0.0f, 0.0f, // bottom left corner
        -1.0f, 1.0f, 0.0f,      1.0f, 1.0f, 0.0f,       0.0f, 1.0f  // top left corner
    };

    GLuint indices[] = {
        0, 1, 2, // trainagle 1 right sided
        2, 3, 0
    };

    GLuint VAO, VBO, EBO;

    glGenVertexArrays( 1, &VAO );
    glBindVertexArray( VAO );

    glGenBuffers( 1, &VBO );
    glBindBuffer( GL_ARRAY_BUFFER, VBO );
    glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW );

    glGenBuffers( 1, &EBO );
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, EBO );
    glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW );


    glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *) 0 );
    glEnableVertexAttribArray(0);

    glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof( GLfloat ), (GLvoid *) ( 3 * sizeof( GLfloat ) ) );
    glEnableVertexAttribArray(1);

    glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof( GLfloat ), (GLvoid *) ( 6 * sizeof( GLfloat ) ) );
    glEnableVertexAttribArray(2);


    // Load textures
    GLuint textures[2];
    glGenTextures(2, textures);

    int width, height;
    unsigned char* image;

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    image = SOIL_load_image("res/face1.jpg", &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    SOIL_free_image_data(image);
    glUniform1i(glGetUniformLocation(ourShader->Program, "face1"), 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    image = SOIL_load_image("res/face2.jpg", &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    SOIL_free_image_data(image);
    glUniform1i(glGetUniformLocation(ourShader->Program, "face2"), 1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    //glBindVertexArray(0);



    // Game loop
    while ( !glfwWindowShouldClose( window ) )
    {
        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents( );


        glClearColor(0.2f, 0.3f, 0.5f, 1.0f);
        glClear( GL_COLOR_BUFFER_BIT );
        ourShader->Use();

        //glBindVertexArray(VAO);

        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        //glDrawArrays( GL_TRIANGLES, 0, 3 );


        // Swap the screen buffers
        glfwSwapBuffers( window );
    }

}

Here is my vertex shader:

#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;


out vec3 ourColor;
out vec2 TexCoord;

void main() {
    ourColor = color;
    TexCoord = vec2(texCoord.x, 1-texCoord.y);
    gl_Position = vec4(position.x, position.y, position.z, 1.0);
}

And this is the fragment shader,

#version 330 core
in vec3 ourColor;
in vec2 TexCoord;

out vec4 color;
uniform sampler2D face1;
uniform sampler2D face2;


void main() {
    vec4 colorFace1 = texture(face1, TexCoord);
    vec4 colorFace2 = texture(face2, TexCoord);

    color = colorFace2; //* vec4(ourColor, 1.0);;//vec4(ourColor, 1.0f);
}

Now the problem is that the whenever I run the code, the code runs and the output is always "face1.jpg". I have followed the step by step instructions as mentioned here .

If you visit the website in the link above the output of the program must be mixing of two images as shown in this post.

In your code is an issue with the order of the instructions, because glUniform specifies the value of a uniform variable for the current program object.

The uniform location can be retrieved at any time by glGetUniformLocation , and stored for later use, after the program is linked successfully ( glLinkProgram ):

int texLocationFace1 = glGetUniformLocation(ourShader->Program, "face1");
int texLocationFace2 = glGetUniformLocation(ourShader->Program, "face2");

But to set the value of a uniform variable, the program has to be the active program ( glUseProgram ). Note, there is no parameter to select the program, in the sinature of glUniform .
You have to use the program,

ourShader->Use();

before you set the values of the uniforms:

glUniform1i(texLocationFace1, 0);
glUniform1i(texLocationFace2, 1);

Note, you never set the texture sampler uniforms, because you call glUniform , before any shader program is used. The uniform variables face and face 2 by default are initialized with 0. Therefore, the output is always "face1.jpg" because this texture is bound to texture unit GL_TEXTURE0 .

Since you only use one shader program and you don't change it, it is sufficient to use the program and to set the uniforms before the main loop:

ourShader->Use();
glUniform1i(texLocationFace1, 0);
glUniform1i(texLocationFace2, 1);

while ( !glfwWindowShouldClose( window ) )
{
    ....
}

You are not mixing any colors in your fragment shader. You are making a texture lookup from both face1 and face2 and then you only return the latter and discard the former. Try

color = 0.5 * (colorFace1 + colorFace2); 

in your fragment shader.

If what you are seeing is really face1 and not face2, then there is something wrong that I didn't spot somewhere else, as well.

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