【发布时间】:2017-12-09 23:47:43
【问题描述】:
因此,我尝试在 OpenGL 中对对象进行纹理处理,并且我有两个纹理要在片段着色器(rock.tga 和 Grass.tga)中混合在一起。我的片段着色器:
out vec3 color;
in vec2 uv;
uniform sampler2D grasstexture;
uniform sampler2D rocktexture;
要加载 sampler2D 纹理,这是我在 C++ 的头文件中所做的:
OpenGP::EigenImage<vec3> image;
OpenGP::imread("grass.tga", image);
glGenTextures(0, &_tex);
glBindTexture(GL_TEXTURE_2D, _tex);
check_error_gl();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error_gl();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F,
image.cols(), image.rows(), 0,
GL_RGB, GL_FLOAT, image.data());
check_error_gl();
tex_id = glGetUniformLocation(_pid, "grasstexture");
glUniform1i(tex_id, 0);
这会将草纹理加载到我的片段着色器中。现在我想知道的是如何加载多个纹理。我不能将上面的代码复制两次,因为一个纹理总是被另一个覆盖。那么如何将多个纹理加载到片段着色器中呢?
编辑:这里是我的 _tex 声明的地方:
class Mesh{
protected:
GLuint _tex;
GLuint _vpoint; ///< memory buffer
GLuint _vnormal; ///< memory buffer
public:
GLuint getProgramID(){ return _pid; }
void init(){
//code for the textures goes in here
这是我的更新代码:
OpenGP::EigenImage<vec3> image;
glActiveTexture(GL_TEXTURE0);
OpenGP::imread("grass.tga", image);
//glGenTextures(1, &_tex);
glBindTexture(GL_TEXTURE_2D, _tex);
check_error_gl();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error_gl();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F,
image.cols(), image.rows(), 0,
GL_RGB, GL_FLOAT, image.data());
check_error_gl();
tex_id = glGetUniformLocation(_pid, "grasstexture");
glUniform1i(tex_id, 0);
glActiveTexture(GL_TEXTURE1);
OpenGP::imread("rock.tga", image);
//glGenTextures(0, &_tex);
glBindTexture(GL_TEXTURE_2D, _tex);
check_error_gl();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error_gl();
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB32F,
image.cols(), image.rows(), 0,
GL_RGB, GL_FLOAT, image.data());
check_error_gl();
tex_id = glGetUniformLocation(_pid, "rocktexture");
glUniform1i(tex_id, 1);
【问题讨论】:
标签: c++ opengl textures texture2d