C ++中的SDL OpenGL,Texture Shader缺少纹理 [英] SDL OpenGL in C++, Texture Shader missing the texture
问题描述
我正在尝试创建我的第一个OpenGL Shader,但是在尝试向Cube对象添加纹理时遇到了困难.
I am trying to create my first OpenGL Shader but are experiencing difficulties when trying to add a texture to a Cube object.
有人足够敏锐地察觉到错误了吗?该代码可能有很多错误,如果有人指出它们,我将不胜感激,但我最感兴趣的是为什么我的旋转立方体是灰色而不是彩色的.
Is anyone sharp eyed enough to spot the error? The code might have lots of errors, and I am grateful if anyone points them out, but I am most interested in why my rotating cube is gray and not colorful.
(我已跳过所有错误处理,以使源代码的大小保持较小,对此感到抱歉)
(I have skipped all error handling to keep source code size low, sorry about that)
* * EDIT 发现我错过了一些紫外线设置,尽管仍然是灰色立方体...
**EDIT Found out I missed some UV settings, still gray cube though ...
#include <windows.h>
#include <SDL.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <math.h>
#include <string>
using namespace std;
void initAll();
void setupBox();
void mainloop();
unsigned int generateTexture();
void handle_inputs();
void updateScreen();
void clean_up();
int scrWidth, scrHeight, flags;
bool bQuit = false;
float angle = 0.0f;
GLuint tex_Box, tex_Norm;
std::string vertex_source, fragment_source;
GLuint shader_program, vertex_shader, fragment_shader;
// vao and vbo handle
GLuint vao, vbo;
const char *source;
int length;
struct sVert
{
float x;
float y;
float z;
};
class cPolygon
{
public:
int v[4];
void fillverts(int v1, int v2, int v3, int v4) {
v[0] = v1;
v[1] = v2;
v[2] = v3;
v[3] = v4;
}
} p[6];
sVert pv[8];
int main(int argc, char *argv[])
{
initAll();
mainloop();
clean_up();
return 0;
}
void initAll()
{
scrWidth = 800;
scrHeight = 600;
vertex_source =
"#version 330\n"
"layout (location = 0) in vec3 Position;\n"
"layout (location = 1) in vec2 TexCoord;\n"
"void main() {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
fragment_source =
"#version 330\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
"}\n";
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
flags = SDL_OPENGL | SDL_ANYFORMAT ;
SDL_SetVideoMode(scrWidth, scrHeight, 16, flags);
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, (GLfloat)scrWidth/(GLfloat)scrHeight, 1.0f, 500.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
SDL_WM_SetCaption( "Texture Shader", NULL );
glewInit();
// Vertex shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
source = vertex_source.c_str();
length = vertex_source.size();
glShaderSource(vertex_shader, 1, &source, &length);
glCompileShader(vertex_shader);
// Fragment shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
source = fragment_source.c_str();
length = fragment_source.size();
glShaderSource(fragment_shader, 1, &source, &length);
glCompileShader(fragment_shader);
// create program
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
setupBox();
GLfloat vd[6*5*6];
for(int pi=0; pi<6; pi++)
{
vd[pi*30+ 0] = pv[ p[pi].v[0] ].x;
vd[pi*30+ 1] = pv[ p[pi].v[0] ].y;
vd[pi*30+ 2] = pv[ p[pi].v[0] ].z;
vd[pi*30+ 3] = 0.0;
vd[pi*30+ 4] = 1.0;
vd[pi*30+ 5] = pv[ p[pi].v[1] ].x;
vd[pi*30+ 6] = pv[ p[pi].v[1] ].y;
vd[pi*30+ 7] = pv[ p[pi].v[1] ].z;
vd[pi*30+ 8] = 0.0;
vd[pi*30+ 9] = 0.0;
vd[pi*30+10] = pv[ p[pi].v[2] ].x;
vd[pi*30+11] = pv[ p[pi].v[2] ].y;
vd[pi*30+12] = pv[ p[pi].v[2] ].z;
vd[pi*30+13] = 1.0;
vd[pi*30+14] = 0.0;
vd[pi*30+15] = pv[ p[pi].v[0] ].x;
vd[pi*30+16] = pv[ p[pi].v[0] ].y;
vd[pi*30+17] = pv[ p[pi].v[0] ].z;
vd[pi*30+18] = 0.0;
vd[pi*30+19] = 1.0;
vd[pi*30+20] = pv[ p[pi].v[2] ].x;
vd[pi*30+21] = pv[ p[pi].v[2] ].y;
vd[pi*30+22] = pv[ p[pi].v[2] ].z;
vd[pi*30+23] = 1.0;
vd[pi*30+24] = 0.0;
vd[pi*30+25] = pv[ p[pi].v[3] ].x;
vd[pi*30+26] = pv[ p[pi].v[3] ].y;
vd[pi*30+27] = pv[ p[pi].v[3] ].z;
vd[pi*30+28] = 1.0;
vd[pi*30+29] = 1.0;
}
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*5*6, vd, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
tex_Box = generateTexture();
tex_Norm = generateTexture();
}
void setupBox()
{
for (int z=0;z<2;z++)
for (int y=0;y<2;y++)
for (int x=0;x<2;x++)
{
pv[x+y*2+z*4].x = -1.0+x;
pv[x+y*2+z*4].y = -1.0+y;
pv[x+y*2+z*4].z = -1.0+z;
}
p[0].fillverts (0, 1, 3, 2); // above
p[1].fillverts (4, 5, 1, 0); // behind
p[2].fillverts (6, 7, 3, 2); // in front
p[3].fillverts (5, 7, 3, 1); // right
p[4].fillverts (0, 2, 6, 4); // left
p[5].fillverts (7, 6, 4, 5); // below
}
unsigned int generateTexture()
{
BYTE data[128*128*3];
unsigned int id;
for (int x=0;x<128;x++)
for (int y=0;y<128;y++)
{
data[y*128*3+x*3+0] = x; // Red
data[y*128*3+x*3+1] = y; // Green
data[y*128*3+x*3+2] = 128-(abs(64-x)+abs(64-y)); // Blue
}
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
return id;
}
void mainloop()
{
while(bQuit == false)
{
handle_inputs();
updateScreen();
angle += 1.5f;
Sleep(50);
}
}
void handle_inputs()
{
SDL_PumpEvents();
Uint8 * keystate = SDL_GetKeyState(NULL);
if(keystate[SDLK_ESCAPE]) bQuit = true;
}
void updateScreen()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glUseProgram(shader_program);
glBindVertexArray(vao);
glRotatef(angle, 1.0, 0.0, 0.0); //rotate on the x axis
glRotatef(angle, 0.0, 1.0, 0.0); //rotate on the y axis
glRotatef(angle, 0.0, 0.0, 1.0); //rotate on the z axis
glActiveTexture(GL_TEXTURE0);
int loc = glGetUniformLocation(shader_program, "tex");
glUniform1i(loc, 0);
glBindTexture(GL_TEXTURE_2D, tex_Box);
glDrawArrays(GL_TRIANGLES, 0, 6*6);
//glutSolidTeapot(2.0);
glUseProgram(0);
SDL_GL_SwapBuffers();
}
void clean_up()
{
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDetachShader(shader_program, vertex_shader);
glDetachShader(shader_program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(shader_program);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
glDeleteTextures(1, &tex_Box);
glDeleteTextures(1, &tex_Norm);
SDL_Quit();
}
* * EDIT 2 这是由于遵循 derhass 接受的答案中的建议而导致的固定版本.如果愿意,可以用他的答案代替这个.
**EDIT 2 Here is a fixed version as a result from following the advices in derhass accepted answer. Upvote his answer instead of this if you like it.
#include <windows.h>
#include <SDL.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <math.h>
#include <string>
using namespace std;
#define LOG_SIZE 10000
void initAll();
void setupBox();
void mainloop();
unsigned int generateTexture();
void handle_inputs();
void updateScreen();
void clean_up();
void dbpf(int, const char *, ...);
int scrWidth, scrHeight, flags;
bool bQuit = false;
float angle = 0.0f;
va_list m;
int db_threashold = 0;
GLint status;
GLchar elog[LOG_SIZE];
GLint rLength = 0;
GLuint tex_Box, tex_Norm;
std::string vertex_source, fragment_source;
GLuint shader_program, vertex_shader, fragment_shader;
GLuint vao, vbo;
const char *source;
int length;
struct sVert
{
float x;
float y;
float z;
};
class cPolygon
{
public:
int v[4];
void fillverts(int v1, int v2, int v3, int v4) {
v[0] = v1;
v[1] = v2;
v[2] = v3;
v[3] = v4;
}
} p[6];
sVert pv[8];
int main(int argc, char *argv[])
{
initAll();
mainloop();
clean_up();
return 0;
}
void initAll()
{
scrWidth = 800;
scrHeight = 600;
vertex_source =
"#version 330\n"
"in vec3 Position;\n"
"in vec2 TexCoord;\n"
"out vec3 oColor;"
"out vec2 oTexcoord;"
"void main() {\n"
" oTexcoord = TexCoord;\n"
" gl_Position = gl_ModelViewProjectionMatrix*vec4(Position, 1.0);\n"
"}\n";
fragment_source =
"#version 330\n"
"in vec2 oTexcoord;"
"out vec4 oColor;"
"uniform sampler2D tex;\n"
"void main() {\n"
" oColor = texture2D(tex, oTexcoord);\n"
"}\n";
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
flags = SDL_OPENGL | SDL_ANYFORMAT ;
SDL_SetVideoMode(scrWidth, scrHeight, 16, flags);
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, (GLfloat)scrWidth/(GLfloat)scrHeight, 1.0f, 500.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
SDL_WM_SetCaption( "Texture Shader", NULL );
glewInit();
// create and compiler vertex shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
source = vertex_source.c_str();
length = vertex_source.size();
glShaderSource(vertex_shader, 1, &source, &length);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(vertex_shader, LOG_SIZE, &rLength, elog);
dbpf(10, "Compile vertex log: \n %s \n", elog);
// create and compiler fragment shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
source = fragment_source.c_str();
length = fragment_source.size();
glShaderSource(fragment_shader, 1, &source, &length);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(fragment_shader, LOG_SIZE, &rLength, elog);
dbpf(10, "Compile fragment log: \n %s \n", elog);
// create program
shader_program = glCreateProgram();
// attach shaders
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
// link the program and check for errors
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
glGetProgramInfoLog(shader_program, LOG_SIZE, &rLength, elog);
dbpf(10, "Link log: \n %s \n", elog);
// generate and bind the vao
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// generate and bind the buffer object
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
setupBox();
GLfloat vd[6*5*6];
for(int pi=0; pi<6; pi++)
{
vd[pi*30+ 0] = pv[ p[pi].v[0] ].x;
vd[pi*30+ 1] = pv[ p[pi].v[0] ].y;
vd[pi*30+ 2] = pv[ p[pi].v[0] ].z;
vd[pi*30+ 3] = 0.0;
vd[pi*30+ 4] = 1.0;
vd[pi*30+ 5] = pv[ p[pi].v[1] ].x;
vd[pi*30+ 6] = pv[ p[pi].v[1] ].y;
vd[pi*30+ 7] = pv[ p[pi].v[1] ].z;
vd[pi*30+ 8] = 0.0;
vd[pi*30+ 9] = 0.0;
vd[pi*30+10] = pv[ p[pi].v[2] ].x;
vd[pi*30+11] = pv[ p[pi].v[2] ].y;
vd[pi*30+12] = pv[ p[pi].v[2] ].z;
vd[pi*30+13] = 1.0;
vd[pi*30+14] = 0.0;
vd[pi*30+15] = pv[ p[pi].v[0] ].x;
vd[pi*30+16] = pv[ p[pi].v[0] ].y;
vd[pi*30+17] = pv[ p[pi].v[0] ].z;
vd[pi*30+18] = 0.0;
vd[pi*30+19] = 1.0;
vd[pi*30+20] = pv[ p[pi].v[2] ].x;
vd[pi*30+21] = pv[ p[pi].v[2] ].y;
vd[pi*30+22] = pv[ p[pi].v[2] ].z;
vd[pi*30+23] = 1.0;
vd[pi*30+24] = 0.0;
vd[pi*30+25] = pv[ p[pi].v[3] ].x;
vd[pi*30+26] = pv[ p[pi].v[3] ].y;
vd[pi*30+27] = pv[ p[pi].v[3] ].z;
vd[pi*30+28] = 1.0;
vd[pi*30+29] = 1.0;
}
// fill with data
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*5*6, vd, GL_STATIC_DRAW);
// set up generic attrib pointers
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
tex_Box = generateTexture();
tex_Norm = generateTexture();
}
void setupBox()
{
for (int z=0;z<2;z++)
for (int y=0;y<2;y++)
for (int x=0;x<2;x++)
{
pv[x+y*2+z*4].x = -1.0+x;
pv[x+y*2+z*4].y = -1.0+y;
pv[x+y*2+z*4].z = -1.0+z;
}
p[0].fillverts (0, 1, 3, 2); // above
p[1].fillverts (4, 5, 1, 0); // behind
p[2].fillverts (6, 7, 3, 2); // in front
p[3].fillverts (5, 7, 3, 1); // right
p[4].fillverts (0, 2, 6, 4); // left
p[5].fillverts (7, 6, 4, 5); // below
}
unsigned int generateTexture()
{
BYTE data[128*128*3];
unsigned int id;
for (int x=0;x<128;x++)
for (int y=0;y<128;y++)
{
data[y*128*3+x*3+0] = x; // Red
data[y*128*3+x*3+1] = y; // Green
data[y*128*3+x*3+2] = 128-(abs(64-x)+abs(64-y)); // Blue
}
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
return id;
}
void mainloop()
{
while(bQuit == false)
{
handle_inputs();
updateScreen();
angle += 1.5f;
Sleep(50);
}
}
void handle_inputs()
{
SDL_PumpEvents();
Uint8 * keystate = SDL_GetKeyState(NULL);
if(keystate[SDLK_ESCAPE]) bQuit = true;
}
void updateScreen()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// use the shader program
glUseProgram(shader_program);
// bind the vao
glBindVertexArray(vao);
// rotation
glRotatef(angle, 1.0, 0.0, 0.0); //rotate on the x axis
glRotatef(angle, 0.0, 1.0, 0.0); //rotate on the y axis
glRotatef(angle, 0.0, 0.0, 1.0); //rotate on the z axis
// bind texture
glActiveTexture(GL_TEXTURE0);
int loc = glGetUniformLocation(shader_program, "tex");
glUniform1i(loc, 0);
glBindTexture(GL_TEXTURE_2D, tex_Box);
// draw
glDrawArrays(GL_TRIANGLES, 0, 6*6);
glUseProgram(0);
SDL_GL_SwapBuffers();
}
void clean_up()
{
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDetachShader(shader_program, vertex_shader);
glDetachShader(shader_program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(shader_program);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
glDeleteTextures(1, &tex_Box);
glDeleteTextures(1, &tex_Norm);
SDL_Quit();
}
void dbpf(int t, const char * msg, ...)
{
va_start(m, msg);
if (t >= db_threashold) vfprintf(stderr, msg, m);
va_end(m);
}
推荐答案
您的片段着色器甚至不应该编译.您正在写入未修饰的变量'FragColor'.您应该首先添加代码以检查编译和链接状态,并查询编译和链接日志,以便获得检测到GLSL编译器/链接器的所有错误和警告.你可以使用类似的东西:
Your fragment shader shouldn't even compile. You are writing to an undeclated variable 'FragColor'. You should first add code to check the compile and link status, and to query the compile and link log, so that you get all the errors and warnings the GLSL compiler/linker detected. YOu could use something like:
GLint status;
GLubyte log[LOG_SIZE];
// compile shader here
...
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
// compile error
...
}
glGetShaderInfoLog(shader, LOG_SIZE, 0, log);
// print the log
...
// link the program here
// ...
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
// error
...
}
glGetProgramInfoLog(program, LOG_SIZE, 0, log);
// print the log
也许您只想在错误情况下打印信息日志,但是即使在成功情况下也可能在其中打印一些警告/提示,所以我建议至少在调试/开发版本中打印它.
Maybe you want to print the info log only in the error case, but there might be some warnings/hints in there even in the successful case, so I recommend printing it alywas, at least in debug/development builts.
我还建议您停止将旧的,已弃用的内置文件(如gl_TexCoord[0]
,gl_MultiTexCoord0
等)与现代用户定义的属性,输入和输出混合.当前,您没有使用声明的TexCoord
属性.
I also recommend you stop mixing old, deprecated builtins like gl_TexCoord[0]
, gl_MultiTexCoord0
and so on with mordern user defined attributes, inputs and outputs. Currently, you are not using the TexCoord
attribute which you did declare.
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