我正在尝试使用单个立方体贴图纹理进行天空盒和反射,但我最终只能使用黑色纹理。我正在使用立方体贴图的临时像素数组来确保图像不是问题。所以只需忽略此函数中的SDL内容;我评论了一些。纹理函数和着色器也用于2d和立方体贴图纹理,所以我也评论了它。
纹理加载:zTexture*
vars是类变量
bool loadCubeMap(std::vector<const char*> path)
{
//Texture loading success
bool textureLoaded = false;
glEnable(GL_TEXTURE_CUBE_MAP); //probably not needed
for(int j=0; j<path.size(); j++)
{
//SDL_Surface* cubFacSurf = IMG_Load(path[j]);
if(cubFacSurf != NULL)
{
//SDL_LockSurface(cubFacSurf);
zTextureW = cubFacSurf->w;
zTextureH = cubFacSurf->h;
textureLoaded = loadFromPixels((GLuint*)cubFacSurf->pixels, zTextureW, zTextureH, GL_TEXTURE_CUBE_MAP, GL_RGB, GL_TEXTURE_CUBE_MAP_POSITIVE_X+j);
//SDL_UnlockSurface(cubFacSurf);
//SDL_FreeSurface(cubFacSurf);
}
if(textureLoaded == false)
{
SDL_Log("Unable to load %s\n", path[j]);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return textureLoaded;
}
主像素加载器
bool loadFromPixels(void* pixels, GLuint width, GLuint height, const GLenum tType = GL_TEXTURE_2D, const GLenum glPix = GL_RGB, const GLenum tFace = GL_TEXTURE_2D)
{
glGenTextures(1, &zTextureID);
glBindTexture(tType, zTextureID);
GLfloat checkerboard[] = {1.f,1.f,1.f, 0.f,0.f,0.f, 0.f,0.f,0.f, 1.f,0.f,1.f};
if(tType == GL_TEXTURE_CUBE_MAP)
glTexImage2D(tFace, 0, glPix, 2, 2, 0, glPix, GL_FLOAT, &checkerboard);
//else
//glTexImage2D(tFace, 0, glPix, width, height, 0, glPix, GL_UNSIGNED_BYTE, pixels);
//Check for error
GLenum error = glGetError();
if( error != GL_NO_ERROR )
{
SDL_Log( "Error loading texture from %p pixels! %d\n", pixels, error);
return false;
}
return true;
}
纹理绑定:
void apply(const GLenum typ = GL_TEXTURE_2D)
{
glEnable(typ); //Probably not necessary doesnt change anything if left out
if(typ == GL_TEXTURE_2D)
{
glDisable(GL_TEXTURE_CUBE_MAP); //same here
glUniform1i(mainTxtrID, 0); //mainTxtrID = Textr in frag
glActiveTexture(GL_TEXTURE0);
}
else
{
glDisable(GL_TEXTURE_2D); //and here
glUniform1i(cubeID, 1); //cubeID = TextCub in frag
glActiveTexture(GL_TEXTURE1);
}
glBindTexture(typ, zTextureID);
}
“优步”着色器:
顶点:
#version 100
precision mediump float;
uniform mat4 ModelMat;
uniform mat4 ViewMat;
uniform mat4 ProjMat;
uniform mat4 OrthMat;
uniform bool world;
attribute vec4 vPosition;
attribute vec2 UVCoordAt;
attribute vec3 nPosition;
varying vec2 UVCoord;
varying vec3 vPos;
varying vec3 vNor;
varying vec3 vRefl;
void main()
{
UVCoord = UVCoordAt;
vPos = vec3(vPosition); //skybox coords
vNor = normalize(vec3(ModelMat * vec4(nPosition,0.0)));
vRefl = reflect(normalize(vPos - vec3(ViewMat[3][0], ViewMat[3][1], ViewMat[3][2])), vNor); //reflection direction vector
if(world)
gl_Position = ProjMat * ViewMat * ModelMat * vPosition;
else gl_Position = OrthMat * ModelMat * vPosition;
}
片段:
#version 100
precision mediump float;
uniform samplerCube TextCub;
uniform sampler2D Textr;
uniform vec3 LiPos;
uniform vec4 fragCol;
uniform bool lighting;
uniform bool dimen;
uniform bool isRefl;
varying vec2 UVCoord;
varying vec3 vPos;
varying vec3 vNor;
varying vec3 vRefl;
void main()
{
vec4 textVect = texture2D(Textr, UVCoord); //default texturing
if(dimen){ textVect = textureCube(TextCub, vPos); } //skybox
else if(isRefl){ textVect = mix(textVect, textureCube(TextCub, vRefl), 0.7); } //reflections mixed with default textr
if(lighting){
float diffuse = clamp(dot(vNor, LiPos), 0.0, 1.0);
gl_FragColor = clamp(diffuse*2.0, 0.6, 1.1) * fragCol * textVect;
}
else{ gl_FragColor = fragCol * textVect; }
}
我正在使用GL_DEPTH_TEST
,我怀疑这会影响任何事情。我猜这个问题出在apply()
函数或我遗漏的其他内容中。有立方体贴图的扩展,但我认为默认的opengles 2立方体贴图可以在没有它们的情况下工作。
答案 0 :(得分:1)
您正在为每个立方体贴图面创建新纹理。在loadFromPixels()
函数中,您为每个面调用:
glGenTextures(1, &zTextureID);
glBindTexture(tType, zTextureID);
...
glTexImage2D(...);
这意味着你最终会得到6个纹理,每个纹理只有一个面部指定的数据,这使得它们不完整。
您需要创建一个立方体贴图纹理,然后为该立方体贴图的所有6个边指定数据。