如何调试 OpenTK?
How can I debug OpenTK?
尝试制作游戏,但纹理从未出现在屏幕上。
只对四边形使用颜色是可行的,但是当我尝试为四边形添加纹理时,
它只是显示为黑色方块。
基本片段着色器:
#version 300 es
precision highp float;
uniform sampler2D SS;
in vec4 Color;
in vec2 UVtrans;
out vec4 color;
void main()
{
color = texture(SS, UVtrans);
//color = Color;
}
顶点着色器:
#version 300 es
layout(location = 0) in vec2 Vertex;
layout(location = 1) in vec2 UV;
uniform vec4 ColorIn;
uniform mat4 QuadMatrix;
out vec2 UVtrans;
out vec4 Color;
void main()
{
gl_Position = QuadMatrix* vec4(Vertex, 0.0, 1.0);
gl_Position.w = 1.0;
UVtrans = UV;
Color = ColorIn;
}
用于将纹理绑定到四边形的部分代码:
public void Draw()
{
GL.UseProgram(VSID);
Vector3 SS = new Vector3((new Vector(1, 1) * (Position - Offset)));
SS.Z = Layer * 0.1f;
Matrix4 Scale = Matrix4.CreateScale(Width, Height, 0);
Matrix4 Translation = Matrix4.CreateTranslation(SS);
Matrix4 ViewPoint = Matrix4.CreateOrthographic(Game.window.Width , Game.window.Height, -1,1000);
Matrix4 Rotation = Matrix4.CreateRotationZ((float)Angle);
Matrix4 Combined = Scale * Rotation * Translation * ViewPoint ;
GL.ProgramUniformMatrix4(VSID, GL.GetUniformLocation(VSID, "QuadMatrix"), false, ref Combined);
GL.ProgramUniform4(VSID, GL.GetUniformLocation(VSID, "ColorIn"), Color);
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
GL.Enable(EnableCap.Texture2D);
GL.Color3(Color);
}
四边形的形状生成器:
public static void CreateQuad()
{
QID = GL.GenVertexArray();
GL.BindVertexArray(QID);
int VID =GL.GenBuffer();
float[] Verticles =
{
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f
};
GL.BindBuffer(BufferTarget.ArrayBuffer, VID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float)*Verticles.Length, Verticles,BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(0);
int UVID = GL.GenBuffer();
float[] UVs =
{
0, 1,
1, 1,
0, 0,
0, 0,
1, 1,
1, 0
};
GL.BindBuffer(BufferTarget.ArrayBuffer, UVID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * UVs.Length, UVs, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(1);
}
纹理加载器:
public static int LoadTexture(string path)
{
if (!File.Exists("Content/" + path))
{
throw new FileNotFoundException("file not found at Content/" + path);
}
int ID = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, ID);
Bitmap BMP = new Bitmap("Content/" + path);
BitmapData data = BMP.LockBits(
new Rectangle(0, 0, BMP.Width, BMP.Height),
ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb);
//int ID = GL.GenTexture();
//GL.BindTexture(TextureTarget.Texture2D, ID);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height,
0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
BMP.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return ID;
}
没有错误消息
必须设置为纹理采样器统一的值不是纹理对象(名称)值。它必须是纹理单元的索引。这意味着 TextureUnit.Texture0
为 0,TextureUnit.Texture1
为 1 ...
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), 0);
但是在绘制对象之前,您必须将纹理对象绑定到设置为统一的纹理单元:
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Texture);
GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
注意,BindTexture
bind a named texture object to the active texture unit of the specified target. The active texture unit is set by ActiveTexture
。
texture sampler uniform和texture的绑定点是texture unit的索引。
分别在OpenGL ES 3.2中GLSL ES 3.2, the Binding point也可以在着色器代码中设置(类似于属性位置):
layout(binding = 0) uniform sampler2D SS;
尝试制作游戏,但纹理从未出现在屏幕上。
只对四边形使用颜色是可行的,但是当我尝试为四边形添加纹理时, 它只是显示为黑色方块。
基本片段着色器:
#version 300 es
precision highp float;
uniform sampler2D SS;
in vec4 Color;
in vec2 UVtrans;
out vec4 color;
void main()
{
color = texture(SS, UVtrans);
//color = Color;
}
顶点着色器:
#version 300 es
layout(location = 0) in vec2 Vertex;
layout(location = 1) in vec2 UV;
uniform vec4 ColorIn;
uniform mat4 QuadMatrix;
out vec2 UVtrans;
out vec4 Color;
void main()
{
gl_Position = QuadMatrix* vec4(Vertex, 0.0, 1.0);
gl_Position.w = 1.0;
UVtrans = UV;
Color = ColorIn;
}
用于将纹理绑定到四边形的部分代码:
public void Draw()
{
GL.UseProgram(VSID);
Vector3 SS = new Vector3((new Vector(1, 1) * (Position - Offset)));
SS.Z = Layer * 0.1f;
Matrix4 Scale = Matrix4.CreateScale(Width, Height, 0);
Matrix4 Translation = Matrix4.CreateTranslation(SS);
Matrix4 ViewPoint = Matrix4.CreateOrthographic(Game.window.Width , Game.window.Height, -1,1000);
Matrix4 Rotation = Matrix4.CreateRotationZ((float)Angle);
Matrix4 Combined = Scale * Rotation * Translation * ViewPoint ;
GL.ProgramUniformMatrix4(VSID, GL.GetUniformLocation(VSID, "QuadMatrix"), false, ref Combined);
GL.ProgramUniform4(VSID, GL.GetUniformLocation(VSID, "ColorIn"), Color);
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
GL.Enable(EnableCap.Texture2D);
GL.Color3(Color);
}
四边形的形状生成器:
public static void CreateQuad()
{
QID = GL.GenVertexArray();
GL.BindVertexArray(QID);
int VID =GL.GenBuffer();
float[] Verticles =
{
-0.5f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f
};
GL.BindBuffer(BufferTarget.ArrayBuffer, VID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float)*Verticles.Length, Verticles,BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(0);
int UVID = GL.GenBuffer();
float[] UVs =
{
0, 1,
1, 1,
0, 0,
0, 0,
1, 1,
1, 0
};
GL.BindBuffer(BufferTarget.ArrayBuffer, UVID);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * UVs.Length, UVs, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 0, 0);
GL.EnableVertexAttribArray(1);
}
纹理加载器:
public static int LoadTexture(string path)
{
if (!File.Exists("Content/" + path))
{
throw new FileNotFoundException("file not found at Content/" + path);
}
int ID = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, ID);
Bitmap BMP = new Bitmap("Content/" + path);
BitmapData data = BMP.LockBits(
new Rectangle(0, 0, BMP.Width, BMP.Height),
ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb);
//int ID = GL.GenTexture();
//GL.BindTexture(TextureTarget.Texture2D, ID);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height,
0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
BMP.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return ID;
}
没有错误消息
必须设置为纹理采样器统一的值不是纹理对象(名称)值。它必须是纹理单元的索引。这意味着 TextureUnit.Texture0
为 0,TextureUnit.Texture1
为 1 ...
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), Texture);
GL.ProgramUniform1(VSID, GL.GetUniformLocation(VSID, "SS"), 0);
但是在绘制对象之前,您必须将纹理对象绑定到设置为统一的纹理单元:
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Texture);
GL.BindVertexArray(QID);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
注意,BindTexture
bind a named texture object to the active texture unit of the specified target. The active texture unit is set by ActiveTexture
。
texture sampler uniform和texture的绑定点是texture unit的索引。
分别在OpenGL ES 3.2中GLSL ES 3.2, the Binding point也可以在着色器代码中设置(类似于属性位置):
layout(binding = 0) uniform sampler2D SS;