OpenGL纹理显示为黑色
我首次与GLFW,GLEW和GLM一起使用OpenGL。我或多或少遵循教程,但也转移了转移,以专注于我目前感兴趣的方面。
目前,我正在尝试将像素绘制为纹理,然后在屏幕上显示为全屏四边形。但是,质地总是显示为黑色,我不确定我在哪里出错。
在此处初始化纹理(以及全屏四边形):
int InitializeRenderTarget(GameManager* gameManager)
{
// Vertex Array Object
GLuint vertexArrayID;
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
programID = LoadShaders("Source/Graphics/SimpleVertexShader.vert", "Source/Graphics/RenderTextureFragmentShader.frag");
// The texture we're going to render to
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
gameManager->GRID_SIZE, gameManager->GRID_SIZE,
0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glGenerateMipmap(GL_TEXTURE_2D);
// The fullscreen quad's FBO
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f, //0.0f, 0.0f,
1.0f, -1.0f, 0.0f, //1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, //0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, //0.0f, 1.0f,
1.0f, -1.0f, 0.0f, //1.0f, 0.0f,
1.0f, 1.0f, 0.0f, //1.0f, 1.0f
};
glGenBuffers(1, &quad_vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
texID = glGetUniformLocation(programID, "renderedTexture");
glEnable(GL_TEXTURE_2D);
return 0;
}
在此处绘制纹理:在
void RenderToTexture(GameManager* gameManager)
{
glBindTexture(GL_TEXTURE_2D, renderedTexture);
float* particleColors = gameManager->getParticleColors();
glTexSubImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
gameManager->GRID_SIZE, gameManager->GRID_SIZE,
0, GL_RGB, GL_FLOAT, (GLvoid*)particleColors);
glGenerateMipmap(GL_TEXTURE_2D);
// Poor filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
此处绘制屏幕:
void RenderToScreen()
{
// Render to the screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render on the whole framebuffer, complete from the lower left corner to the upper right
glViewport(100, 100, screenWidth-200, screenHeight-200);
// Clear the screen
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Set our "renderedTexture" sampler to use Texture Unit 0
glUniform1i(texID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
主循环:
int main(void)
{
if (InitializeWindow() != 0) {
fprintf(stderr, "Failed to open GLFW window.\n");
getchar();
glfwTerminate();
return -1;
}
GameManager* gameManager = gameManager->getInstance();
if (InitializeRenderTarget(gameManager) != 0) {
fprintf(stderr, "Failed to initialize render target.\n");
getchar();
glfwTerminate();
return -1;
}
do {
gameManager->Update();
RenderToTexture(gameManager);
RenderToScreen();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
CleanUp();
return 0;
}
顶点着色器
#version 460 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
void main(){
gl_Position = vec4(vertexPosition_modelspace, 1);
UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}
:最后是Fragment Shinder:
#version 460 core
in vec2 UV;
out vec4 color;
uniform sampler2D renderedTexture;
void main(){
color = texture(renderedTexture, UV);
//color = vec4(UV.x, UV.y, 0, 1);
}
我可以肯定的是,我正在绘制Quad Quad到屏幕上正确地,当我使用片段着色器中注释的外线以做出彩色梯度效果。 但是,我可能无法正确绑定纹理。
我确认颗粒质量
数组确实正确包含浮点值。我尝试将所有红色设置为1.0F
,以及所有值1.0F
,以及所有值255.0F
((万一)。
我尝试添加类似的行:
glEnable(GL_TEXTURE_2D);
glGenerateMipmap(GL_TEXTURE_2D);
// Poor filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
根据我看到的其他一些帖子,但我还没有看到任何可见效果。
我还尝试更改顶点和片段着色器的计算和使用UVS的方式,但这只会使情况变得更糟,因为梯度效应甚至不会出现。
希望您能弄清楚我错过了什么。谢谢您的任何帮助。
I am using OpenGL for the first time with GLFW, GLEW, and GLM. I've been more or less following a tutorial but also diverted in order to focus on the aspects I'm interested in at the moment.
Currently, I'm trying to draw pixels to a texture and then display that on the screen as a fullscreen quad. However, the texture is always displaying as black and I'm unsure where I went wrong.
Initializing the texture here (as well as the fullscreen quad):
int InitializeRenderTarget(GameManager* gameManager)
{
// Vertex Array Object
GLuint vertexArrayID;
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
programID = LoadShaders("Source/Graphics/SimpleVertexShader.vert", "Source/Graphics/RenderTextureFragmentShader.frag");
// The texture we're going to render to
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
gameManager->GRID_SIZE, gameManager->GRID_SIZE,
0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glGenerateMipmap(GL_TEXTURE_2D);
// The fullscreen quad's FBO
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f, //0.0f, 0.0f,
1.0f, -1.0f, 0.0f, //1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, //0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, //0.0f, 1.0f,
1.0f, -1.0f, 0.0f, //1.0f, 0.0f,
1.0f, 1.0f, 0.0f, //1.0f, 1.0f
};
glGenBuffers(1, &quad_vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
texID = glGetUniformLocation(programID, "renderedTexture");
glEnable(GL_TEXTURE_2D);
return 0;
}
Drawing onto the texture here:
void RenderToTexture(GameManager* gameManager)
{
glBindTexture(GL_TEXTURE_2D, renderedTexture);
float* particleColors = gameManager->getParticleColors();
glTexSubImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
gameManager->GRID_SIZE, gameManager->GRID_SIZE,
0, GL_RGB, GL_FLOAT, (GLvoid*)particleColors);
glGenerateMipmap(GL_TEXTURE_2D);
// Poor filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
Drawing to screen here:
void RenderToScreen()
{
// Render to the screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render on the whole framebuffer, complete from the lower left corner to the upper right
glViewport(100, 100, screenWidth-200, screenHeight-200);
// Clear the screen
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Set our "renderedTexture" sampler to use Texture Unit 0
glUniform1i(texID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
The main loop:
int main(void)
{
if (InitializeWindow() != 0) {
fprintf(stderr, "Failed to open GLFW window.\n");
getchar();
glfwTerminate();
return -1;
}
GameManager* gameManager = gameManager->getInstance();
if (InitializeRenderTarget(gameManager) != 0) {
fprintf(stderr, "Failed to initialize render target.\n");
getchar();
glfwTerminate();
return -1;
}
do {
gameManager->Update();
RenderToTexture(gameManager);
RenderToScreen();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
CleanUp();
return 0;
}
Vertex shader:
#version 460 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
void main(){
gl_Position = vec4(vertexPosition_modelspace, 1);
UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}
and finally fragment shader:
#version 460 core
in vec2 UV;
out vec4 color;
uniform sampler2D renderedTexture;
void main(){
color = texture(renderedTexture, UV);
//color = vec4(UV.x, UV.y, 0, 1);
}
I'm fairly certain that I am drawing the quad to the screen correctly as I used the commented out line in the fragment shader to make a nice colorful gradient effect.
However, I might not be binding the texture correctly.
I confirmed that the particleColors
array does contain float values correctly. I've tried setting all the reds to 1.0f
, and all the values to 1.0f
, as well as all values to 255.0f
(just in case).
I tried adding lines like:
glEnable(GL_TEXTURE_2D);
glGenerateMipmap(GL_TEXTURE_2D);
// Poor filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
based on some other posts I saw but I have yet to see any visible effect.
I also tried changing how the vertex and fragment shader were calculating and using the UVs but that only made things worse as the gradient effect wouldn't even appear at that point.
Hopefully you can figure out what I've missed. Thank you for any help.
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您正在使用 a>完全错误。 The 2nd and 3rd arguments are the offsets and the 4th and 5th arguments are the size:
glTexSubImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gameManager->GRID_SIZE, gameManager->GRID_SIZE, 0, GL_RGB, GL_FLOAT, (glvoid*)practeRlecolors);
glenable(gl_texture_2d);
仅在使用固定功能管道和无上光器程序时才具有含义。You're using
glTexSubImage2D
completely wrong. The 2nd and 3rd arguments are the offsets and the 4th and 5th arguments are the size:glTexSubImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gameManager->GRID_SIZE, gameManager->GRID_SIZE, 0, GL_RGB, GL_FLOAT, (GLvoid*)particleColors);
glEnable(GL_TEXTURE_2D);
only has meaning when using the fixed function pipeline and no shader program.我已经弄清楚了。 Rabbid76的更正是重要的第一步。
之后,我用像素阵列演奏了一些,然后使较小的人发现我的纹理底部确实有一小部分像素。更多地戳了一下,我发现我实际上已经填写了错误的数据。将我的逻辑错误固定在循环中,正确地填充了纹理。
I have figured it out. The correction by Rabbid76, was a big first step.
Afterwards I played some with my pixel array, and after making it smaller found that I did have a small line of pixels at the bottom of my texture. More poking around and I found I had actually filled my pixel data wrong. Fixing my logic in error in my loop filled the texture properly.