所以我想在OpenGL中纹理一个对象,我有两个纹理,我想在片段着色器(rock.tga和grass.tga)中混合在一起。我的片段着色器:如何将多个纹理加载到片段着色器
out vec3 color;
in vec2 uv;
uniform sampler2D grasstexture;
uniform sampler2D rocktexture;
要加载sampler2D质地这里就是我在我的头文件的确在C++:
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);
它装载草质地到我的片段着色器。现在我想知道的是如何加载多个纹理。我不能复制上面的代码两次,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:这是我的_tex
声明,其中:
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
这里是我更新的代码:
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);
它不工作。我会用我最新的代码更新我的问题。基本上发生的事情是,我的岩石纹理显得非常白。我甚至不确定这是岩石质地还是我草地纹理的非常明亮的版本。你知道我做错了什么吗?我也评论了我的glGenTextures系列,因为某些原因使我的纹理根本不出现。 –
@SarahMacleod我已经更新了答案 – teivaz