如何正确地将 UV 坐标映射到由两个三角形组成的四边形的坐标?
How to correctly map UV coords to those of a quad made of two triangles?
我很难弄清楚如何将纹理的 UV 坐标映射到由两个三角形组成的四边形的 UV 坐标。有人可以向我解释错误在哪里以及使用 glDrawArrays() 的正确方法应该是什么吗?
我的密码是
#include <GL/glew.h>
#include "QOGLWidget.h"
QOGLWidget::QOGLWidget(QWidget* parent)
: QGLWidget(parent)
{
m_nPoints = 6;
m_nDims = 3;
m_points = new GLfloat[m_nPoints * m_nDims];
m_texCoords = new GLfloat[m_nPoints * 2];
}
QOGLWidget::~QOGLWidget()
{
}
void QOGLWidget::initializeGL()
{
glewInit();
m_program.addShaderFromSourceFile(QGLShader::Vertex, "vshader.glsl");
m_program.addShaderFromSourceFile(QGLShader::Fragment, "fshader.glsl");
m_program.link();
m_points[0] = 0.75f;
m_points[1] = 0.5f;
m_points[2] = -0.75f;
m_points[3] = -0.75f;
m_points[4] = 0.5f;
m_points[5] = -0.75f;
m_points[6] = -0.75f;
m_points[7] = 0.0f;
m_points[8] = 0.75f;
m_points[9] = 0.75f;
m_points[10] = 0.5f;
m_points[11] = -0.75f;
m_points[12] = -0.75;
m_points[13] = 0.0f;
m_points[14] = 0.75f;
m_points[15] = 0.75f;
m_points[16] = 0.0f;
m_points[17] = 0.75f;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_nPoints*m_nDims*sizeof(GLfloat), m_points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, m_nDims, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
m_texCoords[0] = 1.0f;
m_texCoords[1] = 1.0f;
m_texCoords[2] = 0.0f;
m_texCoords[3] = 1.0f;
m_texCoords[4] = 0.0f;
m_texCoords[5] = 0.0f;
m_texCoords[6] = 1.0f;
m_texCoords[7] = 0.0f;
QImage img;
img.load("plane.png");
img = QGLWidget::convertToGLFormat(img);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
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);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_texVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_texVbo);
glBufferData(GL_ARRAY_BUFFER, m_nPoints*2*sizeof(GLuint), m_texCoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glViewport(0, 0, width(), height());
}
void QOGLWidget::paintGL()
{
glClearColor(0.85f, 0.85f, 0.85f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
m_program.bind();
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
m_program.release();
}
void QOGLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
}
我的着色器看起来像
// VERTEX SHADER
#version 330 core
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec2 vTexCoord;
out vec2 fTexCoord;
void main()
{
gl_Position = vPosition;
fTexCoord = vTexCoord;
}
// FRAGMENT SHADER
#version 330 core
uniform sampler2D imgTexture;
in vec2 fTexCoord;
out vec4 color;
void main()
{
color = texture(imgTexture, fTexCoord);
}
使用此代码,结果是正确映射了上面的三角形,而下面的三角形只是呈现灰色。
您有 6 个顶点,但只提供前四个顶点的 tex 坐标。您的 m_texCoords
数组和您为它们使用的 GL 缓冲区对象都足够大,可以容纳 6 个顶点的数据,但是您保留了最后两个未初始化的数据,因此您获得的第二个三角形的实际映射或多或少随机.
我很难弄清楚如何将纹理的 UV 坐标映射到由两个三角形组成的四边形的 UV 坐标。有人可以向我解释错误在哪里以及使用 glDrawArrays() 的正确方法应该是什么吗? 我的密码是
#include <GL/glew.h>
#include "QOGLWidget.h"
QOGLWidget::QOGLWidget(QWidget* parent)
: QGLWidget(parent)
{
m_nPoints = 6;
m_nDims = 3;
m_points = new GLfloat[m_nPoints * m_nDims];
m_texCoords = new GLfloat[m_nPoints * 2];
}
QOGLWidget::~QOGLWidget()
{
}
void QOGLWidget::initializeGL()
{
glewInit();
m_program.addShaderFromSourceFile(QGLShader::Vertex, "vshader.glsl");
m_program.addShaderFromSourceFile(QGLShader::Fragment, "fshader.glsl");
m_program.link();
m_points[0] = 0.75f;
m_points[1] = 0.5f;
m_points[2] = -0.75f;
m_points[3] = -0.75f;
m_points[4] = 0.5f;
m_points[5] = -0.75f;
m_points[6] = -0.75f;
m_points[7] = 0.0f;
m_points[8] = 0.75f;
m_points[9] = 0.75f;
m_points[10] = 0.5f;
m_points[11] = -0.75f;
m_points[12] = -0.75;
m_points[13] = 0.0f;
m_points[14] = 0.75f;
m_points[15] = 0.75f;
m_points[16] = 0.0f;
m_points[17] = 0.75f;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_nPoints*m_nDims*sizeof(GLfloat), m_points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, m_nDims, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
m_texCoords[0] = 1.0f;
m_texCoords[1] = 1.0f;
m_texCoords[2] = 0.0f;
m_texCoords[3] = 1.0f;
m_texCoords[4] = 0.0f;
m_texCoords[5] = 0.0f;
m_texCoords[6] = 1.0f;
m_texCoords[7] = 0.0f;
QImage img;
img.load("plane.png");
img = QGLWidget::convertToGLFormat(img);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
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);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_texVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_texVbo);
glBufferData(GL_ARRAY_BUFFER, m_nPoints*2*sizeof(GLuint), m_texCoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glViewport(0, 0, width(), height());
}
void QOGLWidget::paintGL()
{
glClearColor(0.85f, 0.85f, 0.85f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
m_program.bind();
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
m_program.release();
}
void QOGLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
}
我的着色器看起来像
// VERTEX SHADER
#version 330 core
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec2 vTexCoord;
out vec2 fTexCoord;
void main()
{
gl_Position = vPosition;
fTexCoord = vTexCoord;
}
// FRAGMENT SHADER
#version 330 core
uniform sampler2D imgTexture;
in vec2 fTexCoord;
out vec4 color;
void main()
{
color = texture(imgTexture, fTexCoord);
}
使用此代码,结果是正确映射了上面的三角形,而下面的三角形只是呈现灰色。
您有 6 个顶点,但只提供前四个顶点的 tex 坐标。您的 m_texCoords
数组和您为它们使用的 GL 缓冲区对象都足够大,可以容纳 6 个顶点的数据,但是您保留了最后两个未初始化的数据,因此您获得的第二个三角形的实际映射或多或少随机.