超过纹理单位限制后,我决定使用立方体贴图阵列纹理。
为了测试,我将立方体贴图的内容渲染为天空盒。事实上,OpenGL在绑定立方体贴图数组时忽略,而是使用先前绑定的立方体贴图渲染天空盒。
GL.BindTexture(TextureTarget.TextureCubeMap, shadowMaps[5].cubeMapTexture);
GL.BindTexture(TextureTarget.TextureCubeMapArray, shadowMapArray.cubeMapHandle); // Ignored
我假设这是错误创建的立方体贴图数组的默认行为。据我所知,我已经完成了所有事情:Framebuffer complete
。
那么,创建和绑定立方体贴图数组的正确方法是什么?
public class CubeMapArray
{
public static int size = 512;
public static int layers = 8; // number of cube maps in array
public int FBO_handle;
public int cubeMapHandle;
public int cubeMapDepthHandle;
// Constructor //
public CubeMapArray()
{
// Create the FBO
GL.GenFramebuffers(1, out FBO_handle);
// Create and bind the CubeMap array
GL.GenTextures(1, out cubeMapHandle);
GL.BindTexture(TextureTarget.TextureCubeMapArray, cubeMapHandle);
// Allocate storage space
GL.TexImage3D(TextureTarget.TextureCubeMapArray, 0, PixelInternalFormat.Rg16, size, size, layers * 6, 0, PixelFormat.Red, PixelType.Float, IntPtr.Zero);
// Set the suitable texture parameters
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureBaseLevel, 0);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMaxLevel, 0);
// Create and bind the CubeMap depth array
GL.GenTextures(1, out cubeMapDepthHandle);
GL.BindTexture(TextureTarget.TextureCubeMapArray, cubeMapDepthHandle);
// Allocate storage space
GL.TexImage3D(TextureTarget.TextureCubeMapArray, 0, PixelInternalFormat.DepthComponent, size, size, layers * 6, 0, PixelFormat.DepthComponent, PixelType.UnsignedByte, IntPtr.Zero);
// Set the suitable texture parameters
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureBaseLevel, 0);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMaxLevel, 0);
// Attach cubemap texture as the FBO's color buffer
GL.BindFramebuffer(FramebufferTarget.Framebuffer, FBO_handle);
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, cubeMapHandle, 0);
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, cubeMapDepthHandle, 0);
// Error check
var errorcheck = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
Console.WriteLine("CUBEMAP ARRAY: " + errorcheck);
// Bind default framebuffer
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
}
}
着色器非常简单,令人惊讶的是,它可以绑定常规立方体贴图。
顶点
#version 330
in vec3 texCoord;
out vec4 fragColor;
uniform samplerCube cubeMapArray[16];
void main (void)
{
fragColor = texture(cubeMapArray[0], texCoord);
}
片段
#version 330
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
in vec3 in_position;
out vec3 texCoord;
void main()
{
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
texCoord = in_position;
}
答案 0 :(得分:3)
您需要在着色器代码中使用相应的采样器类型。 OpenGL 4.0及更高版本中提供了多维数据集地图数组,因此您还需要将GLSL版本增加到400
或更高版本。
然后着色器代码将沿着以下几行显示:
#version 400
...
uniform samplerCubeArray cubeMapArray;
...
fragColor = texture(cubeMapArray, vec4(texCoord, 0));
请注意,采样的数组层被指定为纹理坐标的第4个分量。
答案 1 :(得分:3)
uniform samplerCube cubeMapArray[16];
好的,array of samplers和array texture之间存在差异。你在这里有一系列的采样器。你在OpenGL中创建的是一个数组纹理。
数组纹理来自非数组对象的separate texture types。立方体贴图阵列纹理不是立方体贴图纹理;它是立方体贴图数组纹理。就像2D数组纹理不是2D纹理一样。
因此,如果您需要数组纹理,则必须使用适当的采样器类型。由于它是立方体贴图数组纹理,因此使用samplerCubeArray
。你必须摆脱数组下标。
从立方体贴图阵列纹理采样时,第四个成分是要从中采样的数组图层:
fragColor = texture(cubeMapArray, vec4(texCoord, 0));
此外,如果您打算使用立方体贴图阵列纹理,请不要在所有处绑定非数组立方体贴图纹理。这不违法;它只是令人困惑,最好避免。