[目标] 我需要在OpenGL 4+中写入CubeMap的特定mipmap级别。每个mipmap级别在级别越深时就越模糊。
[问题] 问题是,如果我只在0级上写,那么我在所有mipmap级别上都有相同的图像,如果我只尝试在其他mipmap级别上写,则没有任何内容。< / p>
[更新] 我非常确定问题是textureLod
总是限制到基本LOD 0.无论mipmap级别我试图通过它,它返回基数LOD
这是我的立方体贴图生成(我试图有6个mipmap级别,计算基数):
GLuint PreFilteredEnvTex;
glGenTextures(1, &PreFilteredEnvTex);
glBindTexture(GL_TEXTURE_CUBE_MAP, PreFilteredEnvTex);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 5);
for (int i = 0; i < 6; ++i)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, 0);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
Utils::checkGlError("Generate PreFilteredEnvMap");
这是我尝试写入每个mipmap级别的示例:
//Compute pre filtered environnement maps
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, fboManager["fx"]);
glViewport(0, 0, screenWidth, screenHeight);
glClear(GL_COLOR_BUFFER_BIT);
const int MIPMAPLEVELS = 6;
const int MIPMAPBASELEVELSIZE = 512;
int MipMapTextureSize;
glBindVertexArray(vaoManager["cube"]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->texture_id);
Shader* PreEnvFilter = shaderManager["PreEnvFilter"];
PreEnvFilter->use();
glm::vec3 EyePosition = glm::vec3(0.f);
// Light space matrices
glm::mat4 CubeMapProjection = glm::perspective(glm::radians(90.f), 1.f, 1.f, 100.f);
std::vector<glm::mat4> worldToLight;
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
worldToLight.push_back(CubeMapProjection * glm::lookAt(EyePosition, EyePosition + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
for (GLuint i = 0; i < 6; ++i)
PreEnvFilter->SetMatrix4(("ViewMatrix[" + to_string(i) + "]").c_str(), worldToLight[i]);
PreEnvFilter->SetInt("EnvMapSampler", 0);
PreEnvFilter->SetMatrix4("Model", glm::mat4());
//For each faces compute all mipmaps levels
for (unsigned int j = 0; j < MIPMAPLEVELS; ++j)
{
//For each mipmap level, render the filtered environnement in it
MipMapTextureSize = std::max(1, MIPMAPBASELEVELSIZE / (1 << j));
glViewport(0, 0, MipMapTextureSize, MipMapTextureSize);
//glViewport(0, 0, MIPMAPBASELEVELSIZE, MIPMAPBASELEVELSIZE);
float roughness = (j + 0.5f) / MIPMAPLEVELS;
PreEnvFilter->SetFloat("Roughness", roughness);
//Bind to the current buffer
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, PreFilteredEnvTex, j);
glDrawElements(GL_TRIANGLES, 12 * 3, GL_UNSIGNED_INT, (void*)0);
}
PreEnvFilter->unuse();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
Utils::checkGlError("Initialize PreFilteredEnvMap");
我确定我的着色器正常工作,因为如果我循环遍历所有mipmap级别并仅绘制到基本级别,我会得到一个好看的结果: The result if I'm only writing to level 0 for all mipmap levels
使用以下片段着色器打印立方体贴图(根据我想要绘制的面部修改TexCoords):
#version 430
uniform int MipMapLevel;
uniform samplerCube CubeMap;
in vec3 TexCoords;
out vec4 Color;
void main()
{
Color = textureLod(CubeMap, TexCoords, MipMapLevel);
}
如果我写入所有mipmap级别,我在所有mipmap级别上都有相同的图像(实际上,如果我只写入级别0,我在所有mipmap级别上也会得到相同的结果)
Same result, different mipmap levels
我的结论如下:
如果有人已经做过类似的事情,我真的很感激一些帮助!在我花了所有时间之后,当我在DX11中没有遇到问题时,我仍然无法在OpenGL中做这个简单的事情:(
P.S:OpenGL不报告任何错误
答案 0 :(得分:0)
在尝试了几乎所有的东西后,我终于通过生成我的立方体贴图使其工作如下:
GLuint PreFilteredEnvTex;
glGenTextures(1, &PreFilteredEnvTex);
glBindTexture(GL_TEXTURE_CUBE_MAP, PreFilteredEnvTex);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 5);
for (int i = 0; i < 6; ++i)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, 0);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
我已将最小过滤器更改为GL_LINEAR_MIPMAP_LINEAR
并在结尾处调用glGenerateMipmap
,而不是在this link中进行操作。
感谢您的关注:)