[英]Change tone of texture with OpenGL/GLSL 1.2
我想要色调变化的纹理。 我有以下代码:
//Function main
...
GLuint idvert = glGetAttribLocation(prog,"posicion");
GLuint idcol = glGetAttribLocation(prog,"color");
GLuint idtex1 = glGetAttribLocation(prog,"coordtx1");
GLuint px = glGetAttribLocation(prog,"px");
GLuint unit1 = glGetUniformLocation(prog,"tex1");
...
float ctex[] = {1.0,0.0,
0.0,1.0,
1.0,1.0,
0.0,0.0};
float data[] = {1.0, 1.0,-5.0,
-1.0,-1.0,-5.0,
1.0,-1.0,-5.0,
-1.0, 1.0,-5.0};
GLuint ind[] = {0,1,2,0,3,1};
GLfloat col[] = {1.0,0.0,0.0,1.0};
glGenBuffers(1,&triangleVBO);
glBindBuffer(GL_ARRAY_BUFFER,triangleVBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(data),data,GL_STATIC_DRAW);
glGenBuffers(1,&triangleIND);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangleIND);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(ind),ind,GL_STATIC_DRAW);
glGenBuffers(1,&triangleCOL);
glBindBuffer(GL_ARRAY_BUFFER,triangleCOL);
glBufferData(GL_ARRAY_BUFFER,sizeof(col),col,GL_STATIC_DRAW);
glGenBuffers(1,&triangleT[0]);
glBindBuffer(GL_ARRAY_BUFFER,triangleT[0]);
glBufferData(GL_ARRAY_BUFFER,sizeof(ctex),ctex,GL_STATIC_DRAW);
//main loop
glUseProgram(prog);
glVertexAttrib1f(px,posicion);
glVertexAttrib1fv(idcol,col);
glActiveTexture(GL_TEXTURE0);
glUniform1i(unit1,0);
glBindTexture(GL_TEXTURE_2D,idtextura[0]);
glEnableVertexAttribArray(idtex1);
glEnableVertexAttribArray(idcol);
glEnableVertexAttribArray(idvert);
glBindBuffer(GL_ARRAY_BUFFER,triangleT[0]);
glVertexAttribPointer(idtex1,2,GL_FLOAT,GL_FALSE,0,(void*)0);
glBindBuffer(GL_ARRAY_BUFFER,triangleCOL);
glVertexAttribPointer(idcol,4,GL_FLOAT,GL_FALSE,0,(void*)0);
glBindBuffer(GL_ARRAY_BUFFER,triangleVBO);
glVertexAttribPointer(idvert,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangleIND);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,(void*)0);
glBindTexture(GL_TEXTURE_2D,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisableVertexAttribArray(idvert);
glDisableVertexAttribArray(idcol);
glDisableVertexAttribArray(idtex1);
glUseProgram(0);
这些是我的着色器:
//Vertex shader
#version 120
attribute vec4 posicion;
attribute vec4 color;
attribute vec2 coordtx1;
attribute float px;
varying vec2 UV1;
varying vec4 colfrag;
vec4 tmp;
void main(){
tmp = vec4(posicion.x + px,posicion.y,posicion.z,1.0);
gl_Position = gl_ModelViewProjectionMatrix * tmp;
colfrag = color;
UV1 = coordtx1;
}
//Fragment Shader
#version 120
uniform sampler2D tex1;
varying vec2 UV1;
varying vec4 colfrag;
void main(){
vec4 color1 = texture2D(tex1,UV1);
gl_FragColor = color1 * colfrag;
}
问题是,当我渲染我的图像时,它是完全黑色的。
对应于tex1的图像数据似乎未在任何地方加载-您缺少对glTexImage2D
的调用,可以在此处加载该数据。 如果在绘制调用之后检查glGetError
,则可能会看到错误。
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