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我正在使用带有 SDL2 和 glew 的 C++ 和 OpenGL 4.6。我有一个类纹理:

#include "stb_image/stb_image.h"
class Texture {
private:
    unsigned int m_RendererID;
    std::string m_FilePath;
    unsigned char *m_LocalBuffer;
    int m_Width, m_Height, m_BPP;
public:
    Texture(const std::string &path);
    ~Texture();

    void Bind(unsigned int slot = 0) const;
    void Unbind() const;

    inline int GetWidth() const { return m_Width; }
    inline int GetHeight() const { return m_Height; }
    inline int GetID() const { return m_RendererID; }
};

Texture::Texture(const std::string &path) 
    : m_RendererID(0), m_FilePath(path), m_LocalBuffer(nullptr), m_Width(0), m_Height(0), m_BPP(0) 
{
    stbi_set_flip_vertically_on_load(1); //Flip vertically because OpenGL renders texture in the opposite way
    m_LocalBuffer = stbi_load(path.c_str(), &m_Width, &m_Height, &m_BPP, 4);

    GLCall(glGenTextures(1, &m_RendererID));
    GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));

    GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
    GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
    GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
    GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));

    GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_LocalBuffer));
    GLCall(glBindTexture(GL_TEXTURE_2D, 0));

    if (m_LocalBuffer) {
        stbi_image_free(m_LocalBuffer);
    }
}

Texture::~Texture() {
    GLCall(glDeleteTextures(1, &m_RendererID));
}

void Texture::Bind(unsigned int slot) const {
    GLCall(glActiveTexture(GL_TEXTURE0 + slot));
    GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));
}

void Texture::Unbind() const {
    GLCall(glBindTexture(GL_TEXTURE_2D, 0));
}

如果我创建一个纹理,则纹理显示:

Texture texture("ship.png");
texture.Bind(0);
shader.Bind();
va.Bind();
ib.Bind();
shader.SetUniform1i("u_Texture", 0);
glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT, nullptr);

但是,如果我创建两个纹理,我只会得到黑屏:

Texture texture("ship.png");
texture.Bind(0);
Texture texture2("ship2.png");
texture2.Bind(1);
shader.Bind();
va.Bind();
ib.Bind();
shader.SetUniform1i("u_Texture", 0);
glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT, nullptr);

这应该有效。我在互联网上搜索了 2 个小时,但我似乎找不到为什么这不起作用的原因。你们能帮帮我吗?

4

1 回答 1

0

在以下代码行的末尾

 Texture texture("ship.png");
 texture.Bind(0);
 Texture texture2("ship2.png");
 texture2.Bind(1);

第二个纹理对象 ( "ship2.png" ) 绑定到纹理单元 1,但绑定到纹理单元 0 的默认纹理对象 (0)。

注意当Texture texture("ship.png");被调用时,纹理对象被创建并绑定到当前纹理单元,之后默认纹理对象(0)被绑定到当前纹理单元:

 Texture::Texture(const std::string &path) {

     GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));

     // [...]

     GLCall(glBindTexture(GL_TEXTURE_2D, 0));
 }

请注意,您所谓的"unbind"不会解除任何绑定。glBindTexture(GL_TEXTURE_2D, 0)将默认纹理对象 (0) 绑定到当前活动的纹理单元。没有必要这样做。


只需更改说明的顺序即可解决您的问题。首先创建并加载纹理对象。然后将纹理对象绑定到纹理单元:

Texture texture("ship.png");
Texture texture2("ship2.png");

texture.Bind(0);
texture2.Bind(1);

shader.Bind();
va.Bind();
ib.Bind();
shader.SetUniform1i("u_Texture", 0);
glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT, nullptr);

作为替代方案,您可以避免使用纹理单元 0。使用纹理单元 0 仅用于创建纹理对象:

Texture::Texture(const std::string &path, unsigned int slot) {

    GLCall(glActiveTexture(GL_TEXTURE0));

    // [...]
}
Texture texture("ship.png");
texture.Bind(1);                     // <--- 1
Texture texture2("ship2.png");
texture2.Bind(2);                    // <--- 2
shader.Bind();
va.Bind();
ib.Bind();
shader.SetUniform1i("u_Texture", 1); // <--- 1
glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT, nullptr);

或者将纹理单元的参数添加到类的构造函数中Texture

Texture::Texture(const std::string &path, unsigned int slot) {

    GLCall(glGenTextures(1, &m_RendererID));

    GLCall(glActiveTexture(GL_TEXTURE0 + slot));
    GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));

    // [...]

    // GLCall(glBindTexture(GL_TEXTURE_2D, 0)); <--- delete
}
Texture texture("ship.png", 0);
Texture texture2("ship2.png", 1);
于 2019-03-02T21:47:26.940 回答