【发布时间】:2020-06-14 03:36:38
【问题描述】:
创建 VAO、VBO 和应用纹理的基本基础如下:
unsigned int VBO, VAO, EBO; //#1
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2); //#2
对于创建纹理:
unsigned int texture1, texture2;
// texture 1
// ---------
glGenTextures(1, &texture1); //#3
glBindTexture(GL_TEXTURE_2D, texture1); //#4
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
//some more code , inside the render loop
glActiveTexture(GL_TEXTURE0); #5
glBindTexture(GL_TEXTURE0, texture1); #6
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE0, texture1);
glDrawElements(...);
glfwSwapBuffers(...);
//end of render loop
根据我从learnopengl 了解到的,从#1 行到#2 行,调用存储在VAO 中,这就是为什么我们不必一遍又一遍地编写这些东西的原因再次,我们只切换VAO 进行绘图。
但是,从#3 行到#6 行的代码是否也存储在VAO 中?如果是,那我们为什么不在#3 之后直接写下第5 行呢?如果不是,如果我们使用多个VAOs,我们如何将特定纹理单元链接到特定VAO?
编辑:
在 glBindTexture(GL_TEXTURE_2D, texture1) 之后,纹理调用会影响当前绑定的纹理,不是吗?那么这是否意味着 glActiveTexture(...) 也会影响当前绑定的纹理?为什么我们在使用 glBindTexture(...) 激活它之后再次绑定纹理?
【问题讨论】: