纹理不适合正方形 - OpenGL
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【中文标题】纹理不适合正方形 - OpenGL【英文标题】:Texture does not fit in the square - OpenGL 【发布时间】:2016-12-08 16:26:42 【问题描述】:我正在尝试创建一个正方形并在其中放置一个红色圆圈。正如您在简单的 vert I 中看到的那样,将 (-1, 1) 范围映射到 (0,1) 范围:
coord = position.xy*0.5 + vec2(0.5,0.5);
如果你看simple.frag,有这一行:
if(abs(length(coord - vec2(0.5,0.5))) < 0.3)
因此,我期待正方形中间的红色圆圈。但是会发生这种情况:
圆心在 (0.5, 0.5) 之外。如果我将该行更改为:
if(abs(length(coord - vec2(0.0,0.0))) < 0.3)
输出是:
圆的中心如预期的那样位于左下角。但是不应该是右上角(1,1)?圆也不是完美的圆。我错过了什么?
初始化:
Shader simpleShader("simple.vert", "simple.frag");
Shader quadShader("quad.vert", "quad.frag");
GLfloat inVertices[] =
-1.0f, 1.0f, 0.0,
-1.0f, -1.0f, 0.0,
1.0f, -1.0f, 0.0,
-1.0f, 1.0f, 0.0,
1.0f, -1.0f, 0.0,
1.0f, 1.0f, 0.0 ;
GLfloat quadVertices[] =
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f
;
GLuint inVAO, inVBO;
glGenVertexArrays(1, &inVAO);
glGenBuffers(1, &inVBO);
glBindVertexArray(inVAO);
glBindBuffer(GL_ARRAY_BUFFER, inVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(inVertices), &inVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glBindVertexArray(0);
GLuint quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
GLuint textureColorbuffer;
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Create a color attachment texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
主循环;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
simpleShader.Use();
glBindVertexArray(inVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
quadShader.Use();
modelLoc = glGetUniformLocation(quadShader.Program, "model");
viewLoc = glGetUniformLocation(quadShader.Program, "view");
projLoc = glGetUniformLocation(quadShader.Program, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer); // Use the color attachment texture as the texture of the quad plane
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
simple.vert:
#version 330 core
layout (location = 0) in vec3 position;
out vec2 coord;
void main()
coord = position.xy*0.5 + vec2(0.5,0.5);
gl_Position = vec4(position, 1.0f);
simple.frag:
#version 330 core
in vec2 coord;
out vec4 color;
void main()
if(abs(length(coord - vec2(0.5,0.5))) < 0.3)
color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
else
color = vec4(0.0f, 1.0f, 0.0f, 1.0f);
quad.vert:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoords;
void main()
gl_Position = projection * view * model * vec4(position, 1.0f);
TexCoords = texCoords;
quad.frag:
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D screenTexture;
void main()
color = texture(screenTexture, TexCoords);
【问题讨论】:
取决于您输入的数据。您绝对应该为您的问题写一个简短的介绍(您要做什么......)。从一大堆代码开始从来都不是一个好主意。阅读How to Ask。 我编辑了问题。 显示四边形顶点。我假设,inVAO
只是一个全屏四边形?
不,不是。角是 -1,-1, -1,1, 1,-1 和 1,1。我编辑了代码。
【参考方案1】:
绘制到纹理时,您必须修改视口。如果使用窗口的视口,OpenGL 假定纹理与窗口的大小相同。因此,只有整个图像的左下角会出现在纹理中。
所以在渲染到纹理之前:
glViewport(0, 0, 256, 256);
...并在绘制最终场景之前将其还原。
【讨论】:
@wEight - 视口的变化是必要的,因为 OP 首先绘制到纹理,然后在第二步中使用纹理绘制四边形。仅在第一步中需要调整视口。如果您有即用型纹理,则无需费心。以上是关于纹理不适合正方形 - OpenGL的主要内容,如果未能解决你的问题,请参考以下文章