【发布时间】:2016-08-29 08:54:28
【问题描述】:
我一直在尝试将我的游戏原型渲染器从它的即时模式测试实现转换为实际的 VAO/VBO 实现。 VBO 正在屏幕上渲染,但拒绝纹理。下面是显示问题的最简单的测试类:
public static void main(String[] args) throws Exception {
// VertX,VertY TexX, TexY
float[] data = new float[] {0.0f, 0.0f, 0.25f, 0.75f,
0.0f, 64.0f, 0.25f, 1.0f,
64.0f, 64.0f, 0.5f, 1.0f,
0.0f, 0.0f, 0.25f, 0.75f,
64.0f, 64.0f, 0.5f, 1.0f,
64.0f, 0.0f, 0.5f, 0.75f};
glfwSetErrorCallback(GLFWErrorCallback.createPrint(System.err));
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
long window = GLFW.glfwCreateWindow(1600, 900, "TEST", 0, 0);
GLFW.glfwMakeContextCurrent(window);
GL.createCapabilities();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1600, 900, 0, 0.000001, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int vboId = glGenBuffers();
int vaoId = glGenVertexArrays();
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, 4*Float.BYTES, 0);
glTexCoordPointer(2, GL_FLOAT, 4*Float.BYTES, 4*Float.BYTES);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glTranslatef(50, 50, 0);
Texture t = new Texture(TEST.class.getClassLoader().getResourceAsStream("test/WallFloor.png"));
while (!GLFW.glfwWindowShouldClose(window)) {
GLFW.glfwPollEvents();
GLFW.glfwSwapBuffers(window);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindVertexArray(vaoId);
glEnableVertexAttribArray(0);
t.bind();
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
/* Equivelent immediate mode code - that works
t.bind();
glBegin(GL_TRIANGLES);
glTexCoord2f(0.25f, 0.75f);
glVertex2f(0, 0);
glTexCoord2f(0.25f, 1f);
glVertex2f(0, 64);
glTexCoord2f(0.5f, 0.75f);
glVertex2f(64, 0);
glTexCoord2f(0.5f, 1f);
glVertex2f(64, 64);
glTexCoord2f(0.25f, 1f);
glVertex2f(0, 64);
glTexCoord2f(0.5f, 0.75f);
glVertex2f(64, 0);
glEnd();
*/
}
}
纹理绑定调用如下(其中 wrap = GL_REPEAT 和 filter = GL_NEAREST):
public void bind()
{
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(target, id);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap);
}
花了一个周末谷歌搜索它并没有找到答案,我做错了什么可怕的错误吗?我还使用即时模式进行了测试,该模式仍然使用纹理进行渲染。
【问题讨论】: