【问题标题】:2 Textures, 1 Shader - OpenGL ES 2.02 个纹理,1 个着色器 - OpenGL ES 2.0
【发布时间】:2012-02-21 15:33:56
【问题描述】:

这里是 ES 2.0 新手。我目前正在尝试使用 ES 2.0 和 PowerVR SDK 从立体图像制作一些 3D 隔行扫描图像。我可以很好地输出一个图像纹理,但是当我尝试输出第二个时,我似乎覆盖了第一个。所以,我的问题是,给定下面的片段着色器,我可以用它来绘制两个纹理,还是 sampler2d 制服只能绑定到一个纹理单元? 这是片段着色器(取自 PowerVR“培训课程”示例程序):

    uniform sampler2D sampler2d;\
    varying mediump vec2    myTexCoord;\
    void main (void)\
    {\
        gl_FragColor = texture2D(sampler2d,myTexCoord);\
    }";

下面是我如何将图像纹理加载到着色器中:

//LEFT IMAGE
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_uiTexture_left);                                    
glBindTexture(GL_TEXTURE_2D, m_uiTexture_left);
glUniform1i(glGetUniformLocation(m_uiProgramObject, "sampler2d"), 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pwr2Width, pwr2Height,0, GL_RGB, GL_UNSIGNED_BYTE, xImageL); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLfloat afVertices[30] = {0.0};
genVertices(afVertices);
glGenBuffers(1, &m_ui32Vbo_leftimage);                                  
m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_leftimage);
glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, afVertices, GL_STATIC_DRAW);  
glBindBuffer(GL_ARRAY_BUFFER, 0);

//RIGHT IMAGE
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &m_uiTexture_right);                                   
glBindTexture(GL_TEXTURE_2D, m_uiTexture_right);
glUniform1i(glGetUniformLocation(m_uiProgramObject, "sampler2d"), 1);   
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pwr2Width, pwr2Height,0, GL_RGB, GL_UNSIGNED_BYTE, xImageR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenBuffers(1, &m_ui32Vbo_rightimage);                     
m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_rightimage);
glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, afVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

那么,这段代码是否只是覆盖了 sampler2d 制服?第二张图像是否需要另一个制服或着色器?

【问题讨论】:

  • Welp,这很尴尬......我想我已经解决了。阅读此内容后:@ 987654321@,我按照海报“Profet”提到的那样做了,并将 glUniform1i() 调用移到了我的渲染函数中,所以从技术上讲,我仍在覆盖 sampler2d (afaik) 中的值,但是当我做第二个 glUniform1i() 调用并覆盖它,我已经绘制了第一张图像。也许这会对遇到同样问题的人有所帮助,因为我自己进行了大量的谷歌搜索,发现很难找到相关的东西。
  • 能否请您给出答案,以便没有人花时间尝试解决方案:)
  • 写一个答案而不是评论?当然,我可以做到。 (我是该网站的新手,我不确定回答我自己问题的礼仪是什么)

标签: opengl-es-2.0 textures texture-mapping fragment-shader


【解决方案1】:

好的,正如我在上面的评论中提到的,我最终在这里找到了答案:http://www.opentk.com/node/2559。正如该论坛上的用户“Profet”所提到的,重用片段着色器的一种方法是将 glUniform1i() 调用向下移动到渲染函数,即调用 glUniform1i() 将第一个纹理传递给着色器,调用glDraw(绘制纹理),然后调用 glUniform1i() 并将第二个纹理传递给着色器(并绘制)。所以现在我的initialise()代码如下:

//LEFT IMAGE
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_uiTexture_left);                                    
glBindTexture(GL_TEXTURE_2D, m_uiTexture_left);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pwr2Width, pwr2Height,0, GL_RGB, GL_UNSIGNED_BYTE, xImageL); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLfloat afVertices[30] = {0.0};
genVertices(afVertices);
glGenBuffers(1, &m_ui32Vbo_leftimage);                                  
m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_leftimage);
glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, afVertices, GL_STATIC_DRAW);  
glBindBuffer(GL_ARRAY_BUFFER, 0);

//RIGHT IMAGE
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &m_uiTexture_right);                                   
glBindTexture(GL_TEXTURE_2D, m_uiTexture_right);   
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pwr2Width, pwr2Height,0, GL_RGB, GL_UNSIGNED_BYTE, xImageR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenBuffers(1, &m_ui32Vbo_rightimage);                     
m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_rightimage);
glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, afVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

我的 render() 代码如下:

//&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&  LEFT IMAGE &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 1, 1); //draw on uneven lines only
glUniform1i(glGetUniformLocation(m_uiProgramObject, "sampler2d"), 0); //pass texture unit 0 to shader
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_leftimage);     // unbound this near the end of initView, so need to re-bind it
glEnableVertexAttribArray(VERTEX_ARRAY);
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, m_ui32VertexStride, 0);
glEnableVertexAttribArray(TEXCOORD_ARRAY);
glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (3 * sizeof(GLfloat)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&  RIGHT IMAGE  &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 1);  //draw on even lines only
glUniform1i(glGetUniformLocation(m_uiProgramObject, "sampler2d"), 1);
glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo_rightimage);
glEnableVertexAttribArray(VERTEX_ARRAY);
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, m_ui32VertexStride, 0);
glEnableVertexAttribArray(TEXCOORD_ARRAY);
glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (3 * sizeof(GLfloat)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);

希望有一天这对某人有所帮助! :)

【讨论】:

  • 在每次绘制调用之前执行 glGetUniformLocation 是一种资源浪费。链接着色器后,您必须执行一次 glGetUniformLocation ,然后仅引用该位置。
【解决方案2】:

正确的方法是将你想要的纹理发送到你想要的纹理单元: http://www.opengl.org/wiki/Sampler_(GLSL)#Binding_textures_to_samplers

【讨论】:

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