提示コードですがコンストラクタでテクスチャを設定して、void Renderer()
関数部で描画しているのですがテクスチャが正しく描画されない理由が知りたいです。テクスチャは以下のようなものです。表示結果は以下の通りです。
確認したこと
テクスチャのサイズとチャンネル数を確認して指定
シェーダーファイルでUV座標と頂点座標が送られているか確認
Gtihub
https://github.com/Shigurechan/GL
Mode.cpp
#include "../header/Model.hpp" #include <iostream> #include <sstream> #include <fstream> #include <assert.h> #include <vector> #include <assimp/Importer.hpp> #include <assimp/scene.h> #include <assimp/postprocess.h> #include <glm/glm.hpp> #include <GL/glew.h> #include "../lib/stb/stb_image.h" #include "../header/Resource.hpp" #include "../header/Camera.hpp" #include "../header/Window.hpp" #include "../header/Camera.hpp" FrameWork::D3::Object::Object(ObjFile o) : Render() { //shader->Input(FrameWork::LoadShader("Shader/3D/BasicMono_3D.vert")->data(), FrameWork::LoadShader("Shader/3D/BasicMono_3D.frag")->data()); shader->Input(FrameWork::LoadShader("Shader/3D/BasicTexture_3D.vert")->data(), FrameWork::LoadShader("Shader/3D/BasicTexture_3D.frag")->data()); obj = o; //オブジェクトファイル glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); // printf("%d\n",obj.vertexIndex.size()); // printf("%d\n",obj.vertex.size()); //頂点 GLint attrib = shader->getAttribLocation("vertexPosition"); glEnableVertexAttribArray(attrib); glVertexAttribPointer(attrib, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0); shader->setBindAttribLocation("vertexPosition"); attrib = shader->getAttribLocation("vertexUV"); glEnableVertexAttribArray(attrib); glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid *)(sizeof(GLfloat) * 3)); shader->setBindAttribLocation("vertexUV"); glBufferData(GL_ARRAY_BUFFER, obj.vertex.size() * sizeof(GLfloat) * 11, obj.vertex.data(), GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, obj.vertexIndex.size() * sizeof(unsigned int), obj.vertexIndex.data(), GL_STATIC_DRAW); setRotate(glm::vec3(1, 1, 1),0); //回転 glGenTextures(1, &textureID); //テクスチャIDの生成 glBindTexture(GL_TEXTURE_2D, textureID); //IDバインド glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //テクスチャ生成 FrameWork::TextureFile file = FrameWork::LoadTexture("Assets/debug_texture.png"); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, file.size.x, file.size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, file.fileData); // テクスチャの補間設定 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glGenerateMipmap(GL_TEXTURE_2D); //バインド解除 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void FrameWork::D3::Object::Renderer() { shader->setEnable(); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); glBindTexture(GL_TEXTURE_2D, textureID); //IDバインド glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * 8 * obj.vertex.size(), obj.vertex.data()); glActiveTexture(GL_TEXTURE0); //テクスチャ有効 //Transform setPosition(glm::vec3(0, 0, -50)); //座標 setScale(glm::vec3(30, 30, 30)); //スケール //描画 shader->setUniformMatrix4fv("uTranslate", getMatTranslation()); shader->setUniformMatrix4fv("uRotate", getMatRotate()); shader->setUniformMatrix4fv("uScale", getMatScale()); shader->setUniformMatrix4fv("uViewProjection", FrameWork::Camera::getViewProjection()); glDrawElements(GL_TRIANGLES, obj.vertexIndex.size(), GL_UNSIGNED_INT,(void*)0); //描画 //バインド解除 glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); shader->setDisable(); } FrameWork::D3::Object::~Object() { } // ##################################### .objファイル読み込み ##################################### void FrameWork::D3::LoadObj(const char *fileName, ObjFile &attribute) { ObjFile obj; std::vector<int> vertexIndex; std::vector<int> uvIndex; std::vector<int> normalIndex; std::vector<glm::vec3> vertex; std::vector<glm::vec2> uv; std::vector<glm::vec3> normal; FILE *file = fopen(fileName, "r"); if (file == NULL) { std::cerr << ".OBJファイルが開けません: " << fileName << std::endl; assert(0); } else { while (true) { char line[500]; int res = fscanf(file, "%s", line); if (res == EOF) { break; } if (strcmp(line, "v") == 0) { glm::vec3 vert; fscanf(file, "%f %f %fn", &vert.x, &vert.y, &vert.z); //vertex.push_back(vert); vertex.push_back(vert); } else if (strcmp(line, "vt") == 0) { glm::vec2 u; fscanf(file, "%f %fn", &u.x, &u.y); std::vector<int> vertexIndex; uv.push_back(u); } else if (strcmp(line, "vn") == 0) { glm::vec3 norm; fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z); normal.push_back(norm); } else if (strcmp(line, "f") == 0) { std::string vertex1, vertex2, vertex3; unsigned int v[3], u[3], n[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]); if (matches != 9) { printf("File can't be read by our simple parser : ( Try exporting with other optionsn"); assert(0); } vertexIndex.push_back(v[0]); vertexIndex.push_back(v[1]); vertexIndex.push_back(v[2]); obj.vertexIndex.push_back(v[0]); obj.vertexIndex.push_back(v[1]); obj.vertexIndex.push_back(v[2]); //obj.uvIndex.push_back(u[0]); //obj.uvIndex.push_back(u[1]); //obj.uvIndex.push_back(u[2]); uvIndex.push_back(u[0]); uvIndex.push_back(u[1]); uvIndex.push_back(u[2]); normalIndex.push_back(n[0]); normalIndex.push_back(n[1]); normalIndex.push_back(n[2]); //obj.normalIndex.push_back(n[0]); //obj.normalIndex.push_back(n[1]); //obj.normalIndex.push_back(n[2]); } } } for( unsigned int i = 0; i < vertexIndex.size(); i++ ) { // Get the indices of its attributes unsigned int v = vertexIndex[i]; unsigned int u = uvIndex[i]; unsigned int n = normalIndex[i]; // Get the attributes thanks to the index glm::vec3 ve = vertex[ v - 1 ]; glm::vec2 uu = uv[ u - 1 ]; glm::vec3 no = normal[ n - 1 ]; // Put the attributes in buffers obj.vertex.push_back(ve); obj.uv.push_back(uu); obj.normal .push_back(no); } attribute = obj; }

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