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OpenGL混合兩個紋理總會拾取第一個紋理

[英]OpenGL mixing two textures always picks up the first texture

這是我將兩個紋理混合在一起的代碼,

main.cpp中

#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 );
    }

}

這是我的頂點着色器:

#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);
}

這就是片段着色器

#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);
}

現在的問題是,每當我運行代碼時,代碼就會運行,並且輸出始終為“ face1.jpg”。 我已按照此處提到的逐步說明進行操作。

如果您訪問上方鏈接中的網站,則程序輸出必須混合兩個圖像,如本文所示。

在代碼中,指令順序存在問題,因為glUniform為當前程序對象指定統一變量的值。

程序成功鏈接后( glLinkProgram ),可以隨時通過glGetUniformLocation檢索統一位置,並將其存儲以供以后使用:

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

但是要設置統一變量的值,該程序必須是活動程序( glUseProgram )。 注意,在glUniform的glUniform沒有參數可以選擇程序。
您必須使用該程序,

ourShader->Use();

設置制服的值之前

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

請注意,您永遠不會設置紋理采樣器的制服,因為在使用任何着色器程序之前,請調用glUniform 默認情況下,統一變量faceface 2初始化為0。因此,輸出始終為“ face1.jpg”,因為此紋理綁定到紋理單元GL_TEXTURE0

由於您只使用一個着色器程序,並且沒有更改它,因此使用該程序並在主循環之前設置統一即可:

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

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

您沒有在片段着色器中混合任何顏色。 您正在從face1和face2進行紋理查找,然后僅返回后者,而丟棄前者。 嘗試

color = 0.5 * (colorFace1 + colorFace2); 

在您的片段着色器中。

如果您看到的實際上是face1而不是face2,那么我在其他地方也沒有發現問題。

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