一、在OpenGL中生成紋理textureui
optix中的紋理直接使用OpenGL紋理的id,不能跨越OpenGL紋理,因此咱們先在OpenGL環境下生成一張紋理。this
這個過程就很熟悉了:spa
void WKS::Texture::GenTextureFromFile(const char* name, std::string directory) { std::string fileName = directory + '/' + std::string(name); int width, height, channel; unsigned char* image = SOIL_load_image(fileName.c_str(), &width, &height, &channel, SOIL_LOAD_RGBA); //Assign texture to ID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); //Parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); SOIL_free_image_data(image); }
這個原本很簡單,可是我在這兒遇到了一個錯誤,將今生成的紋理放入Optix出現了錯誤:code
緣由是我以前在上面紅色顯示的紋理格式處使用的 GL_RGB,這樣寫在OpenGL中毫無問題,可是引入Optix中出現了上圖錯誤,耽擱了很長時間。對象
二、Optix中生成TextureSampler 對象,並綁定到Program中blog
生成TextureSampler 對象:ip
OptixTexture(optix::Context& context, GLuint texid) { textureSampler = context->createTextureSamplerFromGLImage(texid, RT_TARGET_GL_TEXTURE_2D); textureSampler->setWrapMode(0, RT_WRAP_CLAMP_TO_EDGE); textureSampler->setWrapMode(1, RT_WRAP_CLAMP_TO_EDGE); textureSampler->setIndexingMode(RT_TEXTURE_INDEX_ARRAY_INDEX); textureSampler->setReadMode(RT_TEXTURE_READ_ELEMENT_TYPE); textureSampler->setMaxAnisotropy(1.0f); textureSampler->setFilteringModes(RT_FILTER_NEAREST, RT_FILTER_NEAREST, RT_FILTER_NONE); }
綁定到Program中:get
void BindSampler(optix::Context& context, const char* target) { context[target]->setTextureSampler(this->textureSampler); }
Host中的調用方式:string
this->tex_wall = new WKS::Texture("back.jpg", "source/texture/skybox"); this->optixTexture = new OptixTexture(context, tex_wall->GetTextureID()); this->optixTexture->BindSampler(context, "tex_wall");
三、Program 中的紋理使用(紋理訪問)class
輸入聲明:
//輸入紋理 rtTextureSampler<float4, 2> tex_wall;
訪問:
float4 color = tex2D(tex_wall, launch_index.x*1.0f/screen.x, 1.0f-launch_index.y*1.0f/screen.y);
效果:(輸入一張圖,顯示出來)