在OpenGL中使用SOIL向三角形添加纹理的问题

问题描述 投票:0回答:1

我尝试将纹理添加到三角形,但是似乎出了问题。尝试运行调试时,没有错误,也没有警告,但是显示的是一个灰色的窗口,没有三角形,也没有纹理。这是我的代码的一部分,怎么了?

#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#define GLEW_STATIC


#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "SOIL2/SOIL2.h"

int glWindowWidth = 640;
int glWindowHeight = 480;
int retina_width, retina_height;
GLFWwindow* glWindow = NULL;

GLfloat vertexCoordinates[] = {
    //position         //color           //texture
    0.5f,0.5f,0.0f,    1.0f,0.0f,0.0f,   1.0f ,1.0f,
    0.5f,-0.5f,0.0f,    1.0f,1.0f,1.0f,   1.0f,0.0f
    -0.5f,-0.5f,0.0f,    1.0f,0.0f,0.0f,   0.0f ,0.0f,
    -0.5f,0.5f,0.0f,    1.0f,0.0f,1.0f,   0.0f ,1.0f,
};
GLuint indices[] = 
{
0,1,2,  
1,2,3
};


GLuint verticesVBO;
GLuint triangleVAO;
GLuint EBO;




GLuint triangleVAO2;
GLuint verticesVBO2;


GLuint shaderProgram;
GLuint shaderProgram2;



void windowResizeCallback(GLFWwindow* window, int width, int height)
{
    fprintf(stdout, "window resized to width: %d , and height: %d\n", width, height);
    //TODO
}

void initObjects()
{
    //genereaza un ID unic pentru verticesVBO
    glGenBuffers(1, &verticesVBO);
    glGenBuffers(1, &EBO);
    glGenVertexArrays(1, &triangleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoordinates), vertexCoordinates, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //genereaza un ID unic, care corespunde obiectului triangleVAO

    glBindVertexArray(triangleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

    //seteaza pointer-ul atributelor de varf
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid *)0);
    glEnableVertexAttribArray(0);
    //color attribute
    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);
    //de-selecteaza obiectul triangleVAO
    glBindVertexArray(0);




}

bool initOpenGLWindow()
{
    if (!glfwInit()) {
        fprintf(stderr, "ERROR: could not start GLFW3\n");
        return false;
    }

    //for Mac OS X
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);

    glWindow = glfwCreateWindow(glWindowWidth, glWindowHeight, "OpenGL Shader Example", NULL, NULL);
    if (!glWindow) {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return false;
    }

    glfwSetWindowSizeCallback(glWindow, windowResizeCallback);
    glfwMakeContextCurrent(glWindow);

    glfwWindowHint(GLFW_SAMPLES, 4);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
    const GLubyte* version = glGetString(GL_VERSION); // version as a string
    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    //for RETINA display
    glfwGetFramebufferSize(glWindow, &retina_width, &retina_height);

    return true;
}

void renderScene()
{
    //initializeaza buffer-ele de culoare si adancime inainte de a rasteriza cadrul curent
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //defineste culoarea de fundal
    glClearColor(0.8, 0.8, 0.8, 1.0);
    //specifica locatia si dimensiunea ferestrei
    glViewport(0, 0, retina_width, retina_height);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);


    if (glfwGetKey(glWindow, GLFW_KEY_D)) {
        //TODO
    }

    //activeaza program shader-ul; apeluri ulterioare de rasterizare vor utiliza acest program
    glUseProgram(shaderProgram); /**/

    //activeaza VAO
    glBindVertexArray(triangleVAO);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    glBindVertexArray(0);


    //specifica tipul primitiei, indicele de inceput si numarul de indici utilizati pentru rasterizare
    //glDrawArrays(GL_TRIANGLES, 0, 3);


    //glDrawArrays(GL_TRIANGLES, 0, 3); /**/



}

std::string readShaderFile(std::string fileName)
{
    std::ifstream shaderFile;
    std::string shaderString;

    //open shader file
    shaderFile.open(fileName);

    std::stringstream shaderStringStream;

    //read shader content into stream
    shaderStringStream << shaderFile.rdbuf();

    //close shader file
    shaderFile.close();

    //convert stream into GLchar array
    shaderString = shaderStringStream.str();
    return shaderString;
}

void shaderCompileLog(GLuint shaderId)
{
    GLint success;
    GLchar infoLog[512];

    //check compilation info
    glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(shaderId, 512, NULL, infoLog);
        std::cout << "Shader compilation error\n" << infoLog << std::endl;
    }
}

void shaderLinkLog(GLuint shaderProgramId)
{
    GLint success;
    GLchar infoLog[512];

    //check linking info
    glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "Shader linking error\n" << infoLog << std::endl;
    }
}

GLuint initBasicShader(std::string vertexShaderFileName, std::string fragmentShaderFileName, GLuint shaderProgram)
{
    //read, parse and compile the vertex shader
    std::string v = readShaderFile(vertexShaderFileName);
    const GLchar* vertexShaderString = v.c_str();
    GLuint vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderString, NULL);
    glCompileShader(vertexShader);
    //check compilation status
    shaderCompileLog(vertexShader);

    //read, parse and compile the vertex shader
    std::string f = readShaderFile(fragmentShaderFileName);
    const GLchar* fragmentShaderString = f.c_str();
    GLuint fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderString, NULL);
    glCompileShader(fragmentShader);
    //check compilation status
    shaderCompileLog(fragmentShader);

    //attach and link the shader programs
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    //check linking info
    shaderLinkLog(shaderProgram);

    return shaderProgram;
}


int main(int argc, const char * argv[]) {

    initOpenGLWindow();

    initObjects();

    shaderProgram = initBasicShader("shaders/shader.vert", "shaders/shader.frag",shaderProgram);
    shaderProgram2 = initBasicShader("shaders/shader2.vert", "shaders/shader2.frag",shaderProgram2);
    int width, height;
    GLuint texture;

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    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);
    unsigned char* image = SOIL_load_image("res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0);
    while (!glfwWindowShouldClose(glWindow)) {
        glActiveTexture(GL_TEXTURE0);
        glfwPollEvents();
        renderScene();
        glBindTexture(GL_TEXTURE_2D, texture);
        glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0);
        glBindVertexArray(triangleVAO);
        glfwSwapBuffers(glWindow);
    }

    //close GL context and any other GLFW resources
    glfwTerminate();

    return 0;
}

//这是片段着色器

 #version 400
    in vec3 colour;
    in vec2 passTexture;
    out vec4 fragmentColour;
    uniform sampler2D dif;
    void main() {
     fragmentColour = texture(dif, passTexture);
    }  

这是顶点着色器:

#version 400
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 textcoord;
out vec3 colour;
out vec2 passTexture;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
 colour = vertexNormal;
 passTexture = textcoord;
 gl_Position = projection * view * model * vec4(vertexPosition, 1.0);
}
c++ opengl glfw soil
1个回答
0
投票
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

//genereaza un ID unic, care corespunde obiectului triangleVAO

glBindVertexArray(triangleVAO);

在绑定索引缓冲区之前,您需要绑定顶点数组对象,因此您需要对其进行交换。

编辑:顶点数组绑定需要在上方

glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

也是。

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