2017-01-06 7 views
0

OpenGLを使用して作成された三角形にテクスチャを適用する非常に簡単なプログラムがあります。ここにコードがあります。コードはコンパイルされてスムーズに実行されますが、テクスチャが適用されていません。私は間違って何をしていますか?すべての必要なヘッダが追加され、これは完全に動作するコードですされていますテクスチャが2Dジオメトリに適用されない

// Function prototypes 
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); 

// Window dimensions 
const GLuint WIDTH = 800, HEIGHT = 600; 

// Shaders 
const GLchar* vertexShaderSource = "#version 330 core\n" 
    "layout (location = 0) in vec3 position;\n" 
    "void main()\n" 
    "{\n" 
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" 
    "}\0"; 
const GLchar* fragmentShaderSource = "#version 330 core\n" 
    "out vec4 color;\n" 
    "void main()\n" 
    "{\n" 
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" 
    "}\n\0"; 

// The MAIN function, from here we start the application and run the game loop 
int main() 
{ 
    // Init GLFW 
    glfwInit(); 
    // Set all the required options for GLFW 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); 

    // Create a GLFWwindow object that we can use for GLFW's functions 
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); 
    glfwMakeContextCurrent(window); 

    // Set the required callback functions 
    glfwSetKeyCallback(window, key_callback); 

    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions 
    glewExperimental = GL_TRUE; 
    // Initialize GLEW to setup the OpenGL Function pointers 
    glewInit(); 

    // Define the viewport dimensions 
    int width, height; 
    glfwGetFramebufferSize(window, &width, &height); 
    glViewport(0, 0, width, height); 


    // Build and compile our shader program 
    // Vertex shader 
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); 
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); 
    glCompileShader(vertexShader); 
    // Check for compile time errors 
    GLint success; 
    GLchar infoLog[512]; 
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); 
    if (!success) 
    { 
     glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); 
     std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; 
    } 
    // Fragment shader 
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); 
    glCompileShader(fragmentShader); 
    // Check for compile time errors 
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); 
    if (!success) 
    { 
     glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); 
     std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; 
    } 
    // Link shaders 
    GLuint shaderProgram = glCreateProgram(); 
    glAttachShader(shaderProgram, vertexShader); 
    glAttachShader(shaderProgram, fragmentShader); 
    glLinkProgram(shaderProgram); 
    // Check for linking errors 
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); 
    if (!success) { 
     glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); 
     std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; 
    } 
    glDeleteShader(vertexShader); 
    glDeleteShader(fragmentShader); 


    // Set up vertex data (and buffer(s)) and attribute pointers 
    GLfloat vertices[] = { 
     -0.5f, -0.5f, 0.0f, // Left 
     0.5f, -0.5f, 0.0f, // Right 
     0.0f, 0.5f, 0.0f // Top 
    }; 
    GLuint VBO, VAO; 
    glGenVertexArrays(1, &VAO); 
    glGenBuffers(1, &VBO); 
    // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). 
    glBindVertexArray(VAO); 

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

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); 
    glEnableVertexAttribArray(0); 

    glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind 

    glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs) 

          // Load and create a texture 
    GLuint texture1; 
    // ==================== 
    // Texture 1 
    // ==================== 
    glGenTextures(1, &texture1); 
    glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object 
              // Set our texture parameters 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
    // Set texture filtering 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 

    // Load, create texture and generate mipmaps 
    int width_t, height_t; 
    unsigned char* image = SOIL_load_image("tex.jpg", &width_t, &height_t, 0, SOIL_LOAD_RGB); 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_t, height_t, 0, GL_RGB, GL_UNSIGNED_BYTE, image); 
    glGenerateMipmap(GL_TEXTURE_2D); 
    SOIL_free_image_data(image); 
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture. 

    // Game loop 
    while (!glfwWindowShouldClose(window)) 
    { 
     // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions 
     glfwPollEvents(); 

     // Render 
     // Clear the colorbuffer 
     glClearColor(0.2f, 0.3f, 0.3f, 1.0f); 
     glClear(GL_COLOR_BUFFER_BIT); 

     // Bind Textures using texture units 
     glActiveTexture(GL_TEXTURE0); 
     glBindTexture(GL_TEXTURE_2D, texture1); 

     // Draw our first triangle 
     glUseProgram(shaderProgram); 
     glBindVertexArray(VAO); 
     glDrawArrays(GL_TRIANGLES, 0, 3); 
     glBindVertexArray(0); 

     // Swap the screen buffers 
     glfwSwapBuffers(window); 
    } 
    // Properly de-allocate all resources once they've outlived their purpose 
    glDeleteVertexArrays(1, &VAO); 
    glDeleteBuffers(1, &VBO); 
    // Terminate GLFW, clearing any resources allocated by GLFW. 
    glfwTerminate(); 
    return 0; 
} 

// Is called whenever a key is pressed/released via GLFW 
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) 
{ 
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) 
     glfwSetWindowShouldClose(window, GL_TRUE); 
} 

tex.jpgファイルは、プロジェクトの直下に位置しています。

+1

フラグメントシェーダのテクスチャの色は、そのUVを使って色を設定していますか? – Eddge

答えて

1

あなたのシェーダを読んで、どのように呼び出すのかを見ることで、UV座標とその頂点からの出入りはありません。表面にテクスチャを見るためにUV座標が適用されていません。 UVデータをフラグメントシェーダに渡す頂点シェーダが必要です。頂点シェーダが行うためには、まず頂点にUVを割り当てる必要があります。

参照:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/

これはテクスチャの色を適用するために、あなたのフラグメントシェーダでテクスチャをサンプリングする方法を紹介します。

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