OpenGL/SDL2 教程中的纹理采样坐标看似缩放了 2 倍

Texture sampling coordinates seemingly scaled by factor of 2 in OpenGL/SDL2 tutorial

我编写了一个简单的 OpenGL 程序来采样 256x256 PNG 纹理并将其渲染在 window 中的矩形上。为此,我非常依赖教程。当我几乎直接按照教程进行操作(进行最小的更改以便将 SDL2 用于 [x])时,纹理没有正确渲染并且似乎以某种方式缩小了 2 倍。这是源代码的第一个版本,以及结果截图:

// Link statically with GLEW
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_opengl.h>

// Shader sources
const GLchar* vertexSource = R"glsl(
    #version 150 core
    in vec2 position;
    in vec2 color;
    out vec2 Color;
    void main()
    {
        Color = color;
        gl_Position = vec4(position, 0.0, 1.0);
    }
)glsl";
const GLchar* fragmentSource = R"glsl(
    #version 150 core
    in vec2 Color;
    out vec4 outColor;
    uniform sampler2D tex;
    void main()
    {
        outColor = texture(tex,Color);
    }
)glsl";

int main()
{
    SDL_Init(SDL_INIT_VIDEO);

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);

    SDL_Window* window = SDL_CreateWindow("OpenGL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI);

    SDL_GLContext context = SDL_GL_CreateContext(window);
    glViewport(0, 0, 800, 600);

    // Initialize GLEW
    glewExperimental = GL_TRUE;
    glewInit();

    // Create Vertex Array Object
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    // Create a Vertex Buffer Object and copy the vertex data to it
    GLuint vbo;
    glGenBuffers(1, &vbo);

    GLfloat vertices[] = {
//         x      y     u     v
        -0.5f,  0.5f, 0.0f, 0.0f, // Top-left
         0.5f,  0.5f, 1.0f, 0.0f, // Top-right
         0.5f, -0.5f, 1.0f, 1.0f, // Bottom-right
        -0.5f, -0.5f, 0.0f, 1.0f // Bottom-left
    };

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // Create an element array
    GLuint ebo;
    glGenBuffers(1, &ebo);

    GLuint elements[] = {
        0, 1, 2,
        2, 3, 0
    };

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);

    // Create and compile the vertex shader
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);

    // Create and compile the fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);

    // Link the vertex and fragment shader into a shader program
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glBindFragDataLocation(shaderProgram, 0, "outColor");
    glLinkProgram(shaderProgram);
    glUseProgram(shaderProgram);

    // Specify the layout of the vertex data
    GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
    glEnableVertexAttribArray(posAttrib);
    glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);

    GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
    glEnableVertexAttribArray(colAttrib);
    glVertexAttribPointer(colAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));

    GLuint tex;
    glGenTextures(1, &tex);
    glBindTexture(GL_TEXTURE_2D, tex);

    SDL_Surface* surface = IMG_Load("../textures/16x16-sb-ascii.png");

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
    SDL_FreeSurface(surface);

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

    bool running = true;
    while (running)
    {
        SDL_Event windowEvent;
        while (SDL_PollEvent(&windowEvent))
        {
            switch (windowEvent.type)
            {
            case SDL_QUIT:
                running = false;
                break;
            }
        }

        // Clear the screen to black
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Draw a rectangle from the 2 triangles using 6 indices
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // Swap buffers
        SDL_GL_SwapWindow(window);
    }

    glDeleteProgram(shaderProgram);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);

    glDeleteBuffers(1, &ebo);
    glDeleteBuffers(1, &vbo);

    glDeleteVertexArrays(1, &vao);

    SDL_Quit();

    return 0;
}

Initial results

供参考,这是实际的纹理文件:

Original texture file

如您所见,纹理似乎在矩形的不同象限中翻了四倍,下面的两个副本莫名其妙地被彻底损坏。

正如人们所预料的那样,将所有纹理坐标归一化为 0.5 会以预期的比例生成纹理的单个副本,尽管许多奇怪的 yellow/blue 伪影仍然可见,周围有一些非常微妙的嘈杂伪影边缘:

    GLfloat vertices[] = {
//         x      y     u     v
        -0.5f,  0.5f, 0.0f, 0.0f, // Top-left
         0.5f,  0.5f, 0.5f, 0.0f, // Top-right
         0.5f, -0.5f, 0.5f, 0.5f, // Bottom-right
        -0.5f, -0.5f, 0.0f, 0.5f // Bottom-left
    };

Results after scaling down the coordinates.

我在预装 Ubuntu 18.04.4 LTS 的戴尔笔记本电脑上执行此操作。我的显卡是 Intel UHD Graphics 630 (Coffeelake 3x8 GT2)。

运行 glxinfo | grep "OpenGL version" 给出以下结果:OpenGL version string: 3.0 Mesa 19.2.8.

任何有关缩放或 blue/yellow 工件的帮助将不胜感激。谢谢!

生成的纹理图像是一张 luminance/alpha 图像,只有一个颜色通道和一个 alpha 通道。因此,当您通过 glTexImage2D:

指定二维纹理图像时,您必须使用格式 GL_RG
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, surface->w, surface->h, 0, 
             GL_RG, GL_UNSIGNED_BYTE, surface->pixels);

要么设置一个 Swizzle mask 从红色通道读取绿色和蓝色,从绿色通道读取 alpha 值:

GLint swizzleMask[] = {GL_RED, GL_RED, GL_RED, GL_GREEN};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);

或在片段着色器中查找纹理时使用Swizzling获取红色通道和alpha通道:

#version 150 core

in vec2 Color;
out vec4 outColor;
uniform sampler2D tex;

void main()
{
    outColor = texture(tex,Color).rrrg;
}