我尝试在我的场景中渲染天空盒,但它渲染为黑色,就像未正确加载纹理一样。我使用 FreeImage 库来加载纹理:
#include <FreeImage.h>
这是我的 Skybox 课程:
#include "Skybox.h"
CSkybox::CSkybox(){
el::Logger* logger = el::Loggers::getLogger("Skybox");
}
void CSkybox::init(string home_dir, string pos_x, string neg_x, string pos_y, string neg_y, string pos_z, string neg_z)
{
cubeFilesPaths[0] = home_dir+pos_x;
cubeFilesPaths[1] = home_dir+neg_x;
cubeFilesPaths[2] = home_dir+pos_y;
cubeFilesPaths[3] = home_dir+neg_y;
cubeFilesPaths[4] = home_dir+pos_z;
cubeFilesPaths[5] = home_dir+neg_z;
loadShaders("shaders/skyboxShader.vp", "shaders/skyboxShader.fp");
glGenTextures(1, &cubeTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture);
for(int i = 0; i < 6; i++){
verify(readTexture(i), "Texture "+cubeFilesPaths[i]+" not loaded");
}
CLOG(INFO, "Skybox")<<"Skybox texture loaded.";
vao.createVAO();
vao.bindVAO();
}
void CSkybox::loadShaders(string vsPath, string fsPath){
verify(skyboxVertexShader.loadShader(vsPath, GL_VERTEX_SHADER), "Skybox vertex shader not loaded");
verify(skyboxFragmentShader.loadShader(fsPath, GL_FRAGMENT_SHADER), "Skybox fragment shader not loaded");
skyboxShaderProgram.createProgram();
verify(skyboxShaderProgram.addShaderToProgram(&skyboxVertexShader), "Skybox vertex shader not added to a program");
verify(skyboxShaderProgram.addShaderToProgram(&skyboxFragmentShader), "Skybox fragment shader not added to a program");
verify(skyboxShaderProgram.linkProgram(), "Shader program not linked");
}
void CSkybox::render(glm::mat4 viewMatrix){
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glDisable(GL_CULL_FACE);
skyboxShaderProgram.bindProgram();
vao.bindVAO();
skyboxShaderProgram.setUniform("view_matrix", &viewMatrix);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_DEPTH_TEST);
vao.unbindVAO();
//glEnable(GL_CULL_FACE);
skyboxShaderProgram.unbindProgram();
//glPolygonMode(GL_FRONT, GL_FILL);
}
void CSkybox::release(){
glDeleteTextures(1, &cubeTexture);
skyboxShaderProgram.deleteProgram();
skyboxVertexShader.deleteShader();
skyboxFragmentShader.deleteShader();
vao.releaseVAO();
}
bool CSkybox::readTexture(int i){
cout<<"Reading: "<<i<<endl;
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
FIBITMAP* dib(0);
fif = FreeImage_GetFileType(cubeFilesPaths[i].c_str(), 0); // Check the file signature and deduce its format
if(fif == FIF_UNKNOWN) // If still unknown, try to guess the file format from the file extension
fif = FreeImage_GetFIFFromFilename(cubeFilesPaths[i].c_str());
if(fif == FIF_UNKNOWN) // If still unknown, return failure
return false;
if(FreeImage_FIFSupportsReading(fif)) // Check if the plugin has reading capabilities and load the file
dib = FreeImage_Load(fif, cubeFilesPaths[i].c_str());
if(!dib)
return false;
BYTE* bits = FreeImage_GetBits(dib); // Retrieve the image data
// If somehow one of these failed (they shouldn't), return failure
if(bits == NULL || FreeImage_GetWidth(dib) == 0 || FreeImage_GetHeight(dib) == 0)
return false;
cout<<FreeImage_GetBPP(dib)<<endl;
GLenum format = FreeImage_GetBPP(dib) == 24 ? GL_BGR : FreeImage_GetBPP(dib) == 8 ? GL_LUMINANCE : 0;
GLenum internalFormat = FreeImage_GetBPP(dib) == 24 ? GL_RGB : GL_DEPTH_COMPONENT;
GLsizei iWidth = FreeImage_GetWidth(dib);
GLsizei iHeight = FreeImage_GetHeight(dib);
cout<<iWidth<<endl;
cout<<iHeight<<endl;
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, iWidth, iHeight, 0, format, GL_UNSIGNED_BYTE, bits);
GLenum error = glGetError();
if(error!= GL_NO_ERROR){
cout<<error<<endl;
}
FreeImage_Unload(dib);
return true;
}
void CSkybox::verify(bool value, string message){
if(!value){
CLOG(ERROR, "Skybox")<<"Error: "<<message;
}
}
顶点着色器:
#version 430 core
out VS_OUT
{
vec3 tc;
} vs_out;
uniform mat4 view_matrix;
void main(void)
{
vec3[4] vertices = vec3[4](vec3(-1.0, -1.0, 1.0),
vec3( 1.0, -1.0, 1.0),
vec3(-1.0, 1.0, 1.0),
vec3( 1.0, 1.0, 1.0));
vs_out.tc = mat3(view_matrix) * vertices[gl_VertexID];
gl_Position = vec4(vertices[gl_VertexID], 1.0);
}
和片段着色器:
#version 430 core
layout (binding = 0) uniform samplerCube tex_cubemap;
in VS_OUT
{
vec3 tc;
} fs_in;
layout (location = 0) out vec4 color;
void main(void)
{
color = texture(tex_cubemap, fs_in.tc);
}
不幸的是,render() 方法只渲染一个黑色矩形。如果我在片段着色器中硬编码其他颜色或在顶点着色器中硬编码顶点坐标,则矩形会更改颜色和位置。我也使用着色器和 vao 辅助类来渲染粒子,所以它们可能很好,问题在于纹理加载。
最终效果如下: