我在理解OpenGL应用程序和GLSL文件(.vert和.frag)之间的连接时遇到了一些困难。我知道如何创建顶点或片段着色器,并且网上有很多示例,但是我很难在应用程序中实际使用我的着色器,尤其是将纹理链接(绑定(bind)?)到我的着色器。我的问题是,我缺少使用着色器上传到应用程序中的纹理的代码是什么?
我当前的应用程序创建一个窗口,加载4个纹理(岩石,草,石头和混合贴图,因为我想将其用于纹理散布),然后在主循环中绘制一个四边形。我的应用程序完整代码如下:
#include <windows.h>
#include <iostream>
#include <sstream>
#include <fstream>
#include <SFML/Graphics.hpp>
#include <glew.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "textfile.h"
#include "textfile.cpp"
using namespace std;
class Scene {
public:
void resize( int w, int h ) {
// OpenGL Reshape
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
glMatrixMode( GL_MODELVIEW );
}
};
///Shader
GLuint p, f, v;
void setShader() {
char *vs,*fs;
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead("shader.vert");
fs = textFileRead("shader.frag");
const char * vv = vs;
const char * ff = fs;
glShaderSource(v, 1, &vv,NULL);
glShaderSource(f, 1, &ff,NULL);
free(vs);free(fs);
glCompileShader(v);
glCompileShader(f);
p = glCreateProgram();
glAttachShader(p,v);
glAttachShader(p,f);
glLinkProgram(p);
glUseProgram(p);
}
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");
///Setup the scene, materials, lighting
Scene scene;
scene.resize(800,600);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
///Terrain Textures
sf::Image tex0;
tex0.loadFromFile("mixmap.png");
sf::Image tex1;
tex1.loadFromFile("grass.png");
sf::Image tex2;
tex2.loadFromFile("rock.png");
sf::Image tex3;
tex3.loadFromFile("stone.png");
GLuint mixmap;
glGenTextures(1, &mixmap);
glBindTexture(GL_TEXTURE_2D, mixmap);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex0.getSize().x, tex0.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex0.getPixelsPtr() );
GLuint grass;
glGenTextures(1, &grass);
glBindTexture(GL_TEXTURE_2D, grass);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex1.getSize().x, tex1.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex1.getPixelsPtr() );
GLuint rock;
glGenTextures(1, &rock);
glBindTexture(GL_TEXTURE_2D, rock);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex2.getSize().x, tex2.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex2.getPixelsPtr() );
GLuint stone;
glGenTextures(1, &stone);
glBindTexture(GL_TEXTURE_2D, stone);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex3.getSize().x, tex3.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex3.getPixelsPtr() );
///I am afrain I am missing some code here that will actually link the textures to the shader itself
///Shader
glewInit();
setShader();
///Start loop
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);
glBegin(GL_QUADS);
glVertex3f(-0.5, -0.5, 0.0);
glVertex3f(-0.5, 0.5, 0.0);
glVertex3f(0.5, 0.5, 0.0);
glVertex3f(0.5, -0.5, 0.0);
glEnd();
///Reset env settings for SFML
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
window.display();
}
return 1;
}
以下也是我的顶点和片段着色器,尽管我不确定我的顶点着色器是否完整...
顶点:
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
分段:
uniform sampler2D MixMap;
uniform sampler2D Grass;
uniform sampler2D Stone;
uniform sampler2D Rock;
varying vec4 texCoord;
void main(void)
{
vec4 mixmap = texture2D( MixMap, texCoord.xy );
vec4 tex0 = texture2D( Grass, texCoord.xy );
vec4 tex1 = texture2D( Rock, texCoord.xy );
vec4 tex2 = texture2D( Stone, texCoord.xy );
tex0 *= mixmap.r;
tex1 = mix( tex0, tex1, mixmap.g );
vec4 outColor = mix( tex1, tex2, mixmap.b );
gl_FragColor = outColor;
}
最佳答案
首先,您需要将每个纹理对象绑定(bind)到OpenGL上下文中的纹理单元。 GPU具有GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
个纹理图像单元,每个图像图像都可以附加纹理。
看起来像这样:
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, mixmap); //mixmap now attached to sampler 0
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, grass); //attached to sampler 1
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, rock); //attached to sampler 2
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, stone); //attached to sampler 3
注意
GL_TEXTURE0
+ x语法。这样做是为了让您不必受GL_TEXTUREi
的限制而只限于GL_TEXTURE32
;您可以同时具有32种以上的多重纹理(如果您的实现支持的话)。当然,我不知道你为什么要这么做,但是可以。现在,您有四个纹理绑定(bind)到四个纹理图像单元。下一步是将GLSL采样器分配给纹理图像单元。链接着色器后,必须查询每个采样器的统一位置,然后告诉程序应为实际纹理查找哪个纹理图像单元。
compileAndLinkProgram();
glUseProgram(program);
mixmapUniformLocation = glGetUniformLocation(program, "MixMap"); //get the uniform associated with "MixMap"
glUniform1i(mixmapUniformLocation, 0); //set MixMap uniform to 0 (sampler 0);
grassUniformLocation = glGetUniformLocation(program, "Grass"); //get the uniform associated with "Grass"
glUniform1i(grassUniformLocation, 1); //set Grass uniform to 1 (sampler 1);
...repeat for 4 samplers...
现在,当您在着色器中采样一个采样器时,它将从绑定(bind)到该采样器的纹理中拉出。