【问题标题】:Texture doesn't get rendered when applying a shader in OpenGL在 OpenGL 中应用着色器时不会渲染纹理
【发布时间】:2020-07-25 23:24:29
【问题描述】:

按照教程,我正在尝试使用 FreeType 在 OpenGL 中呈现文本。因此,使用灰度 8 位图像作为每个字符的纹理,图像的每个字节对应于纹理的红色分量。

为了以其他颜色呈现文本,建议您使用 Shader。但是,当使用提供的着色器时,我看到的不是彩色字母,而是一个彩色框,好像根本没有涉及纹理。

这是没有着色器时的样子:

这是使用着色器时的外观:

(盒子的位置也移动了)

这是顶点着色器代码:

#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
void main() {
    gl_Position = vec4(vertex.xy, 0.0, 1.0);
    TexCoords = vertex.zw;
}

这是片段着色器代码:

#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec4 textColor;
void main() {
    vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
    color = textColor * sampled;
}

这是在屏幕上呈现的代码:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader here
glUseProgram(shaderProgram);
glUniform4f(
    glGetUniformLocation(shaderProgram, "textColor"),
    0.0f, 1.0f, 0.0f, 1.0f
);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texID);
glUniform1i(glGetUniformLocation(shaderProgram, "text"), 0);

// Draw here
glBegin(GL_QUADS);
glTexCoord2f(1., 0.);
glVertex2f(20. / WIDTH, 20. / HEIGHT);

glTexCoord2f(0., 0.);
glVertex2f(100. / WIDTH, 20. / HEIGHT);

glTexCoord2f(0., 1.);
glVertex2f(100. / WIDTH, 100. / HEIGHT);

glTexCoord2f(1., 1.);
glVertex2f(20. / WIDTH, 100. / HEIGHT);
glEnd();

还有,这里是整个代码:

#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <freetype2/freetype/freetype.h>

const unsigned int WIDTH = 640;
const unsigned int HEIGHT= 480;

const char *vertex_shader_src =
"#version 330 core\n"
"layout (location = 0) in vec4 vertex;\n"
"out vec2 TexCoords;\n"
"void main() {\n"
"gl_Position = vec4(vertex.xy, 0.0, 1.0);\n"
"TexCoords = vertex.zw;}\0";

const char *frag_shader_src = 
"#version 330 core\n"
"in vec2 TexCoords;\n"
"out vec4 color;\n"
"uniform sampler2D text;\n"
"uniform vec4 textColor;\n"
"void main() {\n"
"vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n"
"color = textColor * sampled;}\0";

int main() {

    // -------------------------------------------------------------------------
    // WINDOW INITIALIZATION

    GLFWwindow *window;

    glfwInit();
    window = glfwCreateWindow(640, 480, "SHADER", NULL, NULL);
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);

    glClearColor(0., 0. , 0., 1.);
    glColor4f(1., 1., 1., 1.);
    glPointSize(1.);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, (WIDTH*1.)/HEIGHT, 1., 0, 1., -1.);
    glViewport(0, 0, WIDTH, HEIGHT);
    // -------------------------------------------------------------------------
    // SHADER INITIALIZATION

    glewInit();

    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertex_shader_src, NULL);
    glCompileShader(vertexShader);

    int fragShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragShader, 1, &frag_shader_src, NULL);
    glCompileShader(fragShader);

    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragShader);
    glLinkProgram(shaderProgram);

    glDeleteShader(vertexShader);
    glDeleteShader(fragShader);
    // -------------------------------------------------------------------------
    // TEXTURE FOR A SINGLE CHARACTER
    FT_Library ft;
    if (FT_Init_FreeType(&ft)) {
        printf("Error in FT_Init_FreeType\n");
        return 1;
    }

    FT_Face face;
    if (FT_New_Face(ft, "Ubuntu-R.ttf", 0, &face)) {
        printf("Error in FT_New_Face\n");
        return 1;
    }

    FT_Set_Pixel_Sizes(face, 0, 96);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    if (FT_Load_Char(face, 'A', FT_LOAD_RENDER)) {
        printf("Error in FT_Load_Char\n");
        return 1;
    }

    unsigned int texID;
    glGenTextures(1, &texID);
    glBindTexture(GL_TEXTURE_2D, texID);

    glTexImage2D(
        GL_TEXTURE_2D, 0, GL_RED,
        face->glyph->bitmap.width,
        face->glyph->bitmap.rows,
        0, GL_RED, GL_UNSIGNED_BYTE,
        face->glyph->bitmap.buffer
    );

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    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);
    FT_Done_Face(face);
    FT_Done_FreeType(ft);

    // -------------------------------------------------------------------------
    // MAIN LOOP

    while (!glfwWindowShouldClose(window)) {

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // Shader here
        glUseProgram(shaderProgram);
        glUniform4f(
            glGetUniformLocation(shaderProgram, "textColor"),
            0.0f, 1.0f, 0.0f, 1.0f
        );

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texID);
        glUniform1i(glGetUniformLocation(shaderProgram, "text"), 0);

        // Draw here
        glBegin(GL_QUADS);
        glTexCoord2f(1., 0.);
        glVertex2f(20. / WIDTH, 20. / HEIGHT);

        glTexCoord2f(0., 0.);
        glVertex2f(100. / WIDTH, 20. / HEIGHT);

        glTexCoord2f(0., 1.);
        glVertex2f(100. / WIDTH, 100. / HEIGHT);

        glTexCoord2f(1., 1.);
        glVertex2f(20. / WIDTH, 100. / HEIGHT);
        glEnd();
        glUseProgram(0);

        glFlush();
        glfwSwapBuffers(window);
        glfwPollEvents();

    }

    glDeleteProgram(shaderProgram);
    glfwDestroyWindow(window);
    glfwTerminate();
    return 0;

}

我怀疑这个问题要么是因为我实际上没有将纹理发送到着色器,要么是着色器错误。

【问题讨论】:

  • 您的glVertexAttribPointer() 电话在哪里?因为您没有在着色器中使用固定功能兼容性属性。
  • 对不起,我不认为我理解最后的“固定功能兼容性属性”部分。如果您愿意解释,我不确定那会是什么。
  • 您如何期望glTexCoord2fglVertex2f 出现在vertex 属性中?这些是旧的已弃用的固定管道函数,您应该改用 glVertexAttribPointerglDrawArrays
  • 请参阅OpenGL Shading Language 4.60 Specification 中的第 7.2 节“兼容性配置文件顶点着色器内置输入”(第 151 页)以获取固定功能顶点属性变量列表,例如 gl_MultiTexCoord0
  • 我不知道这些功能已被弃用!非常感谢你们的时间!

标签: c opengl glsl shader opengl-4


【解决方案1】:

您正在使用Legacy OpenGL OpenGL,并且您正在通过即时模式glBegin/glEnd 序列绘制几何图形。您无法通过通用顶点着色器输入访问由glTexCoord 设置的纹理坐标。见What are the Attribute locations for fixed function pipeline in OpenGL 4.0++ core profile?
您必须将顶点着色器降级到 GLSL 版本 1.20 (OpenGL Shading Language 1.20 Specification),并且您必须通过gl_Vertex 访问顶点坐标和通过gl_MultiTexCoord0 访问纹理坐标:

#version 120

varying vec2 TexCoords;

void main() 
{
    gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);
    TexCoords = gl_MultiTexCoord0.st;
}

如果要使用问题中的着色器,则必须通过glVertexAttribPointer 指定顶点属性数组(请参阅Vertex Specification),并且必须通过glDrawArrays 绘制几何图形:

例如:

float vertex_attributes[] = {
     20. / WIDTH,  20. / HEIGHT, 1., 0.,
    100. / WIDTH,  20. / HEIGHT, 0., 0.,
    100. / WIDTH, 100. / HEIGHT, 0., 1.,
     20. / WIDTH, 100. / HEIGHT, 1., 1.
};

glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, &vertex_attributes);
glEnableVertexAttribArray(0);
glDrawArrays(GL_QUADS, 0, 4);
glDisableVertexAttribArray(0);

请注意,glewInit() 必须在 glfwMakeContextCurrent() 之后但在任何 OpenGL 指令之前完成。

【讨论】:

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