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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:

在此处输入图像描述

4

1 回答 1

3

您至少有两个不同的变量命名cubeEnum

在构造函数中声明了一个cubeEnum函数范围CSkybox

CSkybox::CSkybox(){
    el::Logger* logger = el::Loggers::getLogger("Skybox");

    GLenum  cubeEnum[6] = {  GL_TEXTURE_CUBE_MAP_POSITIVE_X,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
        GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
        GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
}

cubeEnum在不同的范围内声明了另一个,由readTexture (...)

glTexImage2D(cubeEnum[i], 0, internalFormat, iWidth, iHeight, 0, format, GL_UNSIGNED_BYTE, bits);

我怀疑另一个也被调用的数组cubeEnum未初始化,因此您将垃圾传递给glTexImage2D (...). 但是,简单的事实是,您首先不需要数组。

这组特定的枚举是连续的,因此您可以编写以下内容:

glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, iWidth, iHeight, 0, format, GL_UNSIGNED_BYTE, bits);

并摆脱您命名的所有单独变量cubeEnum。然后,您在不同范围内隐藏同名变量将不再重要。


更新:

此外,您使用的是默认纹理缩小过滤器:GL_NEAREST_MIPMAP_LINEAR在没有适当的 mipmap LOD 集的立方体贴图上(GL 纹理默认有1000 个LOD,您只定义了 LOD 0)。在“mipmap 不完整”纹理上使用该过滤器会导致未定义的行为,这就是黑色纹理的原因。

于 2014-05-12T20:49:59.963 回答