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我想使用一维纹理(颜色渐变)来纹理一个简单的三角形。

在此处输入图像描述

我的片段着色器如下所示:

#version 420

uniform sampler1D           colorRamp;
in float height;

out vec4 FragColor;

void main()
{
   FragColor = texture(colorRamp, height).rgba;
}

我的顶点着色器如下所示:

#version 420

layout(location = 0) in vec3 position;

out float height;

void main()
{
    height = (position.y + 0.75f) / (2 * 0.75f);
    gl_Position = vec4( position, 1.0);
}

绘制三角形时,我以这种方式进行(为了更好的可读性,我删除了错误检查表单代码):

glUseProgram(program_);

GLuint samplerLocation = glGetUniformLocation(program_, name.toCString());
glUniform1i(samplerLocation, currentTextureUnit_);

glActiveTexture( GL_TEXTURE0 + currentTextureUnit_ );
glBindTexture(GL_TEXTURE_1D, textureId);

不幸的是,我的三角形只有黑色。任何想法如何解决这个问题?

我很确定分配的纹理填充了正确的数据,因为我读回glGetTexImage并检查了它。我需要调用其他函数来绑定和激活纹理吗?对于 2d 纹理,我有几乎相同的代码。

当我以这种方式更改着色器代码时:

#version 420

uniform sampler1D           colorRamp;
in float height;

out vec4 FragColor;

void main()
{
   FragColor = vec4(height, height, height, 1.0); // change!
}

我得到这个输出: 在此处输入图像描述

我准备了一些重现错误的演示源代码。来源可以在这里找到。它生成以下输出:

在此处输入图像描述

一维纹理以这种方式创建 - 只有红色像素:

static GLuint Create1DTexture()
{
    GLuint textureId_;

    // generate the specified number of texture objects 
    glGenTextures(1, &textureId_);
    assert(glGetError() == GL_NO_ERROR);

    // bind texture
    glBindTexture(GL_TEXTURE_1D, textureId_);
    assert(glGetError() == GL_NO_ERROR);

    // tells OpenGL how the data that is going to be uploaded is aligned
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    assert(glGetError() == GL_NO_ERROR);

    float data[] =
    {
        1.0f, 0.0f, 0.0f, 1.0f,
        1.0f, 0.0f, 0.0f, 1.0f,
        1.0f, 0.0f, 0.0f, 1.0f
    };

    glTexImage1D(
        GL_TEXTURE_1D,      // Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
        0,                  // Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
        GL_RGBA32F,
        3*sizeof(float)*4,
        0,                  // border: This value must be 0.
        GL_RGBA,
        GL_FLOAT,
        data
    );
    assert(glGetError() == GL_NO_ERROR);

    // texture sampling/filtering operation.
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    assert(glGetError() == GL_NO_ERROR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    assert(glGetError() == GL_NO_ERROR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    assert(glGetError() == GL_NO_ERROR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    assert(glGetError() == GL_NO_ERROR);

    glBindTexture(GL_TEXTURE_1D, 0);
    assert(glGetError() == GL_NO_ERROR);

    return textureId_;
}

纹理绑定是这样完成的:

GLuint samplerLocation = glGetUniformLocation(rc.ToonHandle, "ColorRamp");
glUniform1i(samplerLocation, 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_1D, rc.texure1d);
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1 回答 1

2

发现错误:

glTexImage1D(
  GL_TEXTURE_1D,    // Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
  0,          // Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
  GL_RGBA32F,
  3/*3*sizeof(float)*4*/,  // bug fix!!!!
  0,          // border: This value must be 0.
  GL_RGBA,
  GL_FLOAT,
  data
);
于 2014-08-28T21:46:58.800 回答