我正在尝试向我的程序添加第二个 sampler2DRect 纹理。我为第二个纹理使用单独的着色器文件,否则我使用与显示第一个纹理相同的代码。但是,当我尝试显示第二个纹理时,它显示的是第一个,我似乎无法弄清楚为什么。我可能做错了一个 API 调用,或者可能遗漏了一些重要的东西,但我没有尝试解决这个问题。
没有报告 GL 错误,并且 gDEBugger 没有显示任何可疑内容。
我想问题可能出在我的代码中的其他地方,但这是我用来尝试绘制第二个纹理的部分(这几乎与用于绘制第一个纹理的代码相同):
Test_World_Pause_Menu::Test_World_Pause_Menu(int resolution_width, int resolution_height)
: _shaders("shaders/pause_menu.vert", "shaders/pause_menu.frag"),
_vao_id( new GLuint[1] ),
_mvp_id( new GLint[1] ),
_pm_tex_id( new GLuint[1] ),
_mvp( glm::ortho(0.0f, (GLfloat)resolution_width, 0.0f, (GLfloat)resolution_height, -1.0f, 1.0f) ),
_pm_vertices_buffer( new GLuint[1] ),
_pm_vertices( new GLfloat[12] ),
_pm_colors_buffer( new GLuint[1] ),
_pm_colors( new GLfloat[16] ),
_pm_tex_coords_buffer( new GLuint[1] ),
_pm_tex_coords( new GLfloat[8] ),
_pm_normals_buffer( new GLuint[1] ),
_pm_normals( new GLfloat[12] )
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // set alpha blending mode
// begin pause menu initialization
_pm_image.loadFromFile("resources/levels/test_00/pause_menu/pause_menu.png");
_pm_image.flipVertically();
unsigned int pm_location_x = 0;
unsigned int pm_location_y = _pm_image.getSize().y;
unsigned int pm_width = _pm_image.getSize().x;
unsigned int pm_height = _pm_image.getSize().y;
_pm_vertices[0] = pm_location_x; _pm_vertices[1] = pm_location_y; _pm_vertices[2] = 0.0f;
_pm_vertices[3] = pm_location_x; _pm_vertices[4] = pm_location_y - pm_height; _pm_vertices[5] = 0.0f;
_pm_vertices[6] = pm_location_x + pm_width; _pm_vertices[7] = pm_location_y - pm_height; _pm_vertices[8] = 0.0f;
_pm_vertices[9] = pm_location_x + pm_width; _pm_vertices[10] = pm_location_y; _pm_vertices[11] = 0.0f;
_pm_colors[0] = 1.0f; _pm_colors[1] = 1.0f; _pm_colors[2] = 1.0f; _pm_colors[3] = 0.0f;
_pm_colors[4] = 1.0f; _pm_colors[5] = 1.0f; _pm_colors[6] = 1.0f; _pm_colors[7] = 0.0f;
_pm_colors[8] = 1.0f; _pm_colors[9] = 1.0f; _pm_colors[10] = 1.0f; _pm_colors[11] = 0.0f;
_pm_colors[12] = 1.0f; _pm_colors[13] = 1.0f; _pm_colors[14] = 1.0f; _pm_colors[15] = 0.0f;
_pm_tex_coords[0] = 0.0f; _pm_tex_coords[1] = pm_height;
_pm_tex_coords[2] = 0.0f; _pm_tex_coords[3] = 0.0f;
_pm_tex_coords[4] = pm_width; _pm_tex_coords[5] = 0.0f;
_pm_tex_coords[6] = pm_width; _pm_tex_coords[7] = pm_height;
_pm_normals[0] = 0.0f; _pm_normals[1] = 0.0f; _pm_normals[2] = 0.0f;
_pm_normals[3] = 0.0f; _pm_normals[4] = 0.0f; _pm_normals[5] = 0.0f;
_pm_normals[6] = 0.0f; _pm_normals[7] = 0.0f; _pm_normals[8] = 0.0f;
_pm_normals[9] = 0.0f; _pm_normals[10] = 0.0f; _pm_normals[11] = 0.0f;
glGenVertexArrays(1, &_vao_id[0]); // generate VAO
glBindVertexArray(_vao_id[0]); // bind VAO
// vertices
glEnableVertexAttribArray((GLuint)0);
glGenBuffers(1, &_pm_vertices_buffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, _pm_vertices_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _pm_vertices.get(), GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
// normals (inexplicably needed even though it won't be used in the shaders)
glEnableVertexAttribArray((GLuint)1);
glGenBuffers(1, &_pm_normals_buffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, _pm_normals_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _pm_normals.get(), GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
// texture
glEnableVertexAttribArray((GLuint)2);
glGenBuffers(1, &_pm_tex_coords_buffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, _pm_tex_coords_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), _pm_tex_coords.get(), GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenTextures(1, &_pm_tex_id[0]);
glBindTexture(GL_TEXTURE_RECTANGLE, _pm_tex_id[0]);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, pm_width, pm_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, _pm_image.getPixelsPtr());
glEnableVertexAttribArray(0);
// colors
glEnableVertexAttribArray((GLuint)3);
glGenBuffers(1, &_pm_colors_buffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, _pm_colors_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), _pm_colors.get(), GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)3, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
// unbind buffers
glBindVertexArray(0);
_mvp_id[0] = glGetUniformLocation(_shaders.id(), "mvpMatrix");
_pm_tex_id[0] = glGetUniformLocation(_shaders.id(), "pauseMenuTex");
// end pause menu initialization
}
void Test_World_Pause_Menu::display()
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
_shaders.bind();
glUniformMatrix4fv(_mvp_id[0], 1, GL_FALSE, &_mvp[0][0]);
// begin pause menu rendering
glUniform1i(_pm_tex_id[0], 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _pm_tex_id[0]);
glBindVertexArray(_vao_id[0]); // bind the VAO
// draw the contents of the bound VAO
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0); // unbind the VAO
// end pause menu rendering
_shaders.unbind();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
return;
}
这是我为此使用的着色器:
顶点着色器
#version 150
in vec4 in_Position;
in vec3 in_Normal;
in vec2 in_UV;
in vec4 in_Color;
uniform mat4 mvpMatrix;
smooth out vec3 vVaryingNormal;
smooth out vec2 vVaryingTexCoord;
smooth out vec4 vVaryingColor;
void main(void)
{
vVaryingNormal = in_Normal;
vVaryingTexCoord = in_UV;
vVaryingColor = in_Color;
gl_Position = mvpMatrix * in_Position;
}
片段着色器
#version 150
smooth in vec3 vVaryingNormal;
smooth in vec2 vVaryingTexCoord;
smooth in vec4 vVaryingColor;
uniform sampler2DRect pauseMenuTex;
out vec4 out_Color;
void main(void)
{
out_Color.a = vVaryingColor.a;
out_Color += texture(pauseMenuTex, vVaryingTexCoord);
}
我的猜测是我没有正确关闭此处某处的某些纹理状态,但就像我说的那样,我没有尝试解决问题。如有必要,我可以发布程序其他部分的代码。
编辑:在这个 C++ 代码以及第一个纹理的代码中,API 的使用肯定有一些错误,因为当我删除第一个纹理的初始化和渲染函数时,第二个显示得很好。有人可以帮我查明我不正确的 OpenGL 用法(它可能在构造函数中)。
另一个编辑:经过进一步调查,我发现首先运行两个对象的构造函数中的任何一个都是在两个显示例程中显示纹理的那个。
第三次编辑:可能相关的内容:在构造函数中调用 glTexImage2D() 后,使用 glBindTexture(GL_TEXTURE_RECTANGLE, 0) 取消绑定第一个纹理,导致它在两个显示例程中的任何一个中都不显示。对我来说,这似乎是一个问题,并且可能与我的其他问题有关。