创建原始 OpenGL 纹理数据 (C++)
Creating raw OpenGL texture data (C++)
所以基本上我是在尝试用代码创建我自己的纹理。具体来说,我正在编写一个光线追踪器,并希望将结果显示为在屏幕上渲染到四边形的纹理。
但是如何创建自己的纹理然后将其应用到屏幕四边形?我已经这样做了好几天了,没有任何特别的结果。我现在得到的是屏幕上的四边形,但纹理是整个四边形的一种颜色。但在我这里的示例中,我希望它是 1/3 白色和 2/3 黑色,这就是我想象的完成方式。
我想让 OpenGL 尽可能保持准系统。我不打算扩展它,所以只要它有效,任何包含 "ugly hack" 的答案都完全没问题。我正在使用 Glew、GLFW 和 GLM。
这就是我目前的做法:
GLFWwindow* window;
//Create a texture that should be 1 third black and 2 thirds white?
unsigned char texdata[SCREEN_HEIGHT * SCREEN_WIDTH * 3];
for(int i=0; i<SCREEN_HEIGHT * SCREEN_WIDTH * 3; i++)
{
if(i < SCREEN_HEIGHT * SCREEN_WIDTH)
texdata[i] = 255;
else
texdata[i] = 0;
}
//cam.createTexture(texdata);
initOpenGL(window);
GLuint t = 0;
glEnable(GL_TEXTURE_2D); // Required for glBuildMipmap() to work (!)
glGenTextures( 1, &t );
glBindTexture(GL_TEXTURE_2D, t);
// Set parameters to determine how the texture is resized
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
// Set parameters to determine how the texture wraps at edges
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT );
// Read the texture data from file and upload it to the GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCREEN_WIDTH, SCREEN_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, texdata);
glGenerateMipmap(GL_TEXTURE_2D);
GLuint programID = LoadShaders("vertex.glsl", "fragment.glsl");
glUseProgram(programID);
// Create and compile our GLSL program from the shaders
Objects screenquad;
screenquad.createBox(1.0, 1.0, 0.0);
do{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
screenquad.render();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
GLSL 着色器代码:
#version 450
in vec2 Texcoord;
out vec4 outColor;
uniform sampler2D tex;
void main(){
outColor = texture(tex, Texcoord);
}
顶点着色器:
#version 450
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 texcoord;
out vec2 Texcoord;
void main(){
Texcoord = texcoord;
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
编辑:
创建 screenquad 的内部:
https://raw.githubusercontent.com/ddavidtran/Fishualization/master/OpenGL/Objects.cpp
代码中没有设置tex
制服。大致可以这样来做:
GLint texUniformLocation = glGetUniformLocation(programID, "tex");
glUniform1i(texUniformLocation, 0);
这里,0
在glUniform1i
is the current active texture image unit, which is GL_TEXTURE0
by default. You can change it via glActiveTexture。
然而,正如 BDL 所注意到的,0
实际上是默认值,因此您可以跳过这部分。
还有一个问题就是你的贴图坐标不对。如file you linked中所见,在函数Objects::createBox
中,顶点数据为
const GLfloat vertex_array_data[] = {
-xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 1
-xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 2
xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 3
-xsize, -ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 1
-xsize, ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 2
xsize, ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f // Vertex 3
};
每一行的最后两个浮点数是纹理坐标。可以看到,都是0。法线也很奇怪,反正你不用。
我不知道你想要什么样的盒子纹理坐标,但对于四边形我会做这样的事情:
const GLfloat vertex_array_data[] = {
-xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // Vertex 1
-xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Vertex 2
xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // Vertex 3
};
所以基本上我是在尝试用代码创建我自己的纹理。具体来说,我正在编写一个光线追踪器,并希望将结果显示为在屏幕上渲染到四边形的纹理。
但是如何创建自己的纹理然后将其应用到屏幕四边形?我已经这样做了好几天了,没有任何特别的结果。我现在得到的是屏幕上的四边形,但纹理是整个四边形的一种颜色。但在我这里的示例中,我希望它是 1/3 白色和 2/3 黑色,这就是我想象的完成方式。
我想让 OpenGL 尽可能保持准系统。我不打算扩展它,所以只要它有效,任何包含 "ugly hack" 的答案都完全没问题。我正在使用 Glew、GLFW 和 GLM。
这就是我目前的做法:
GLFWwindow* window;
//Create a texture that should be 1 third black and 2 thirds white?
unsigned char texdata[SCREEN_HEIGHT * SCREEN_WIDTH * 3];
for(int i=0; i<SCREEN_HEIGHT * SCREEN_WIDTH * 3; i++)
{
if(i < SCREEN_HEIGHT * SCREEN_WIDTH)
texdata[i] = 255;
else
texdata[i] = 0;
}
//cam.createTexture(texdata);
initOpenGL(window);
GLuint t = 0;
glEnable(GL_TEXTURE_2D); // Required for glBuildMipmap() to work (!)
glGenTextures( 1, &t );
glBindTexture(GL_TEXTURE_2D, t);
// Set parameters to determine how the texture is resized
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
// Set parameters to determine how the texture wraps at edges
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT );
// Read the texture data from file and upload it to the GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCREEN_WIDTH, SCREEN_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, texdata);
glGenerateMipmap(GL_TEXTURE_2D);
GLuint programID = LoadShaders("vertex.glsl", "fragment.glsl");
glUseProgram(programID);
// Create and compile our GLSL program from the shaders
Objects screenquad;
screenquad.createBox(1.0, 1.0, 0.0);
do{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
screenquad.render();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
GLSL 着色器代码:
#version 450
in vec2 Texcoord;
out vec4 outColor;
uniform sampler2D tex;
void main(){
outColor = texture(tex, Texcoord);
}
顶点着色器:
#version 450
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 texcoord;
out vec2 Texcoord;
void main(){
Texcoord = texcoord;
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
编辑: 创建 screenquad 的内部: https://raw.githubusercontent.com/ddavidtran/Fishualization/master/OpenGL/Objects.cpp
代码中没有设置tex
制服。大致可以这样来做:
GLint texUniformLocation = glGetUniformLocation(programID, "tex");
glUniform1i(texUniformLocation, 0);
这里,0
在glUniform1i
is the current active texture image unit, which is GL_TEXTURE0
by default. You can change it via glActiveTexture。
然而,正如 BDL 所注意到的,0
实际上是默认值,因此您可以跳过这部分。
还有一个问题就是你的贴图坐标不对。如file you linked中所见,在函数Objects::createBox
中,顶点数据为
const GLfloat vertex_array_data[] = {
-xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 1
-xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 2
xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 3
-xsize, -ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 1
-xsize, ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 2
xsize, ysize, zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f // Vertex 3
};
每一行的最后两个浮点数是纹理坐标。可以看到,都是0。法线也很奇怪,反正你不用。
我不知道你想要什么样的盒子纹理坐标,但对于四边形我会做这样的事情:
const GLfloat vertex_array_data[] = {
-xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Vertex 0
xsize, -ysize, -zsize, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // Vertex 1
-xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Vertex 2
xsize, ysize, -zsize, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // Vertex 3
};