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私は OpenGL の初心者で、http://open.gl/でチュートリアルを流していました。私は学校のプロジェクトのためにそれらを拡張しようとしました. 複数のテクスチャが正しくレンダリングされないという問題があります。何らかの理由で、前のテクスチャが次のテクスチャの下に「残っています」。ここで何が起こっているのかはわかりませんが、洞察を本当に感謝しています。問題とその下のコードを明確に示していると思われる下の問題の写真があります。

ここにはまだ写真を投稿できないため、imgur のリンクは次のとおりです

コードは次のとおりです。

 //Needed for SDL GLEW Support
 #define NO_SDL_GLEXT

//Headers
#include <GL/glew.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <iostream>
#include <ctime>
#include <SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

// Shader sources
const char* vertexSource =
"#version 150\n"
"in vec2 position;"
"in vec3 color;"
"in vec2 texcoord;"
"out vec3 Color;"
"out vec2 Texcoord;"
"uniform mat4 trans;"
"void main() {"
"   Color = color;"
"   Texcoord = texcoord;"
"   gl_Position = vec4( position, 0.0, 1.0 );"
"}";

const char* fragmentSource =
"#version 150\n"
"in vec3 Color;"
"in vec2 Texcoord;"
"out vec4 outColor;"
"uniform sampler2D texture;"
"uniform int texNum;"
"void main() {"
"   outColor = texture( texture, Texcoord );"
"}";

int main( int argc, char *argv[] )
{
//Create the SDL Window
SDL_Init( SDL_INIT_VIDEO );
SDL_Surface* surface = SDL_SetVideoMode( 1280, 720, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_OPENGL );
SDL_WM_SetCaption( "OpenGL", 0 );

// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();

//Enable transparency
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Create Vertex Array Object
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );

// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers( 1, &vbo );

float backgroundVertices[] = {
//  Position      Color             Texcoords
    //Background
    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
     1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
     1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
     1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
    -1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left

    //X
    -0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
    -0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
    -0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
    -0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
    -0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
    -0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left

    //Y
     0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
     0.8f, -0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
     0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
     0.8f, -0.6f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
     0.2f, -0.6f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
     0.2f, -0.8f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left

    //Logo
    -0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, //Bottom-left
     0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //Bottom-right
     0.25f,  0.7f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
     0.25f,  0.7f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, //Top-right
    -0.25f,  0.7f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, //Top-left
    -0.25f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f  //Bottom-left
};

glBindBuffer( GL_ARRAY_BUFFER, vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof( backgroundVertices ), backgroundVertices, GL_STATIC_DRAW );

glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( backgroundVertices ), backgroundVertices, GL_STATIC_DRAW );

// Create and compile the vertex shader
GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &vertexSource, NULL );
glCompileShader( vertexShader );

// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentSource, NULL );
glCompileShader( fragmentShader );

// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glBindFragDataLocation( shaderProgram, 0, "outColor" );
glLinkProgram( shaderProgram );
glUseProgram( shaderProgram );

// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation( shaderProgram, "position" );
glEnableVertexAttribArray( posAttrib );
glVertexAttribPointer( posAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), 0 );

GLint colAttrib = glGetAttribLocation( shaderProgram, "color" );
glEnableVertexAttribArray( colAttrib );
glVertexAttribPointer( colAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), (void*)( 2 * sizeof( float ) ) );

GLint texAttrib = glGetAttribLocation( shaderProgram, "texcoord" );
glEnableVertexAttribArray( texAttrib );
glVertexAttribPointer( texAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof( float ), (void*)( 5 * sizeof( float ) ) );

// Load textures
GLuint textures[4];
glGenTextures( 4, textures );

int width, height;
unsigned char* image;

glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textures[0] );
    image = SOIL_load_image( "menubackground.png", &width, &height, 0, SOIL_LOAD_RGBA );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
    SOIL_free_image_data( image );

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 );

glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, textures[1] );
    image = SOIL_load_image( "winona.png", &width, &height, 0, SOIL_LOAD_RGBA );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
    SOIL_free_image_data( image );

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 );

glActiveTexture( GL_TEXTURE2 );
glBindTexture( GL_TEXTURE_2D, textures[2] );
    image = SOIL_load_image( "kombat.png", &width, &height, 0, SOIL_LOAD_RGBA );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
    SOIL_free_image_data( image );

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 );

glActiveTexture( GL_TEXTURE3 );
glBindTexture( GL_TEXTURE_2D, textures[3] );
    image = SOIL_load_image( "logo.png", &width, &height, 0, SOIL_LOAD_RGBA );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
    SOIL_free_image_data( image );

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 );

glActiveTexture( GL_TEXTURE4 );
glBindTexture( GL_TEXTURE_2D, textures[4] );
    image = SOIL_load_image( "JaredSpriteSheet.png", &width, &height, 0, SOIL_LOAD_RGBA );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image );
    SOIL_free_image_data( image );

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 );

SDL_Event windowEvent;
while(true)
{
    if (SDL_PollEvent(&windowEvent))
    {
        if (windowEvent.type == SDL_QUIT ) break;
    }

    // Clear the screen to black
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT );

    //Draw rectangles from the 2 triangles using 6 indices and set textures
    //glActiveTexture( GL_TEXTURE0 );
    //glBindTexture( GL_TEXTURE_2D, textures[0] );
    glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 0 );
    glDrawArrays( GL_TRIANGLES, 0, 6 );

    //glActiveTexture( GL_TEXTURE1 );
    //glBindTexture( GL_TEXTURE_2D, textures[1] );
    glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 1 ); 
    glDrawArrays( GL_TRIANGLES, 6, 12 );

    //glActiveTexture( GL_TEXTURE2 );
    //glBindTexture( GL_TEXTURE_2D, textures[2] );
    glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 2 );
    glDrawArrays( GL_TRIANGLES, 12, 18 );

    //glActiveTexture( GL_TEXTURE3 );
    //glBindTexture( GL_TEXTURE_2D, textures[3] );
    glUniform1i( glGetUniformLocation( shaderProgram, "texture" ), 3 );
    glDrawArrays( GL_TRIANGLES, 18, 24 );

    glBindTexture( GL_TEXTURE_2D, 0 );

    SDL_GL_SwapBuffers();
}

SDL_Quit();
return 0;

glDeleteTextures( 4, textures );

glDeleteProgram( shaderProgram );
glDeleteShader( fragmentShader );
glDeleteShader( vertexShader );

glDeleteBuffers( 1, &vbo );

glDeleteVertexArrays( 1, &vao );

}

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