2015-10-06 147 views
0

所以我試圖讓一個立方體貼圖在openGL中工作,但不斷提出黑色紋理。我希望其他的一些眼睛能夠發現我出錯的地方。 該模型確實出現,我可以在片段着色器中更改它的顏色。但是當我嘗試使用紋理時,它看起來像黑色一樣沒有約束力。OpenGL CubeMapping黑色紋理

bool result = true; 
result &= shader.loadFromFile("Assets\\Shader\\skybox.vert", "Assets\\Shader\\skyBox.Frag"); 
result &= shader.compileShader(); 
result &= shader.linkShader(); 
result &= shader.validate(); 
if (!result){ 
    printf("ShaderFail"); 
} 

shader.use(); 

glm::mat4 model = glm::mat4(1.0); 
glm::mat4 rotationMatrix = glm::mat4_cast(glm::quat(glm::vec3(0, 0, 0))); 
glm::mat4 translationMatrix = glm::translate(glm::vec3(10, 10, 0)); 

glm::mat4 scaleMatrix = glm::scale(glm::vec3(1, 1, 1)); 
model = rotationMatrix * translationMatrix * scaleMatrix; 
shader.setUniform("M", model); 

cube2 = new VBOCube(); 

Bitmap bmp1 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_r.jpg"); 
Bitmap bmp2 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_l.jpg"); 
Bitmap bmp3 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_u.jpg"); 
Bitmap bmp4 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_d.jpg"); 
Bitmap bmp5 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_f.jpg"); 
Bitmap bmp6 = Bitmap::bitmapFromFile("Assets\\Images\\TowerHousepano_b.jpg"); 




glGenTextures(1, &texID); 
glBindTexture(GL_TEXTURE_CUBE_MAP, texID); 

/// Applies the images to each side of the map. 
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, bmp1.width(), bmp1.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp1.pixelBuffer()); 
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, bmp2.width(), bmp2.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp2.pixelBuffer()); 
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, bmp3.width(), bmp3.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp3.pixelBuffer()); 
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, bmp4.width(), bmp4.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp4.pixelBuffer()); 
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, bmp5.width(), bmp5.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp5.pixelBuffer()); 
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, bmp6.width(), bmp6.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, bmp6.pixelBuffer()); 

/// Applies CLAMPING and sets bilinear texture filtering. 
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); 
glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 

void Skybox::render(Camera& camera){ 



    glEnable(GL_DEPTH_TEST); 
    shader.use(); 
    glBindTexture(GL_TEXTURE_CUBE_MAP, texID); 

    shader.setUniform("V", camera.view()); 
    shader.setUniform("P", camera.projection()); 

    cube2->render(); 
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 
    glDisable(GL_DEPTH_TEST); 

} 

頂點着色器:

#version 400 

layout (location = 0) in vec3 vp; 

uniform mat4 M; 
uniform mat4 V; 
uniform mat4 P; 

out vec3 texcoords; 


void main() { 
    texcoords = vp; 
    gl_Position = P * V* M * vec4 (vp, 1.0); 
} 

片段着色器:

#version 400 

in vec3 texcoords; 

uniform samplerCube cubeTexture; 

out vec4 FragColour; 

void main() { 
    vec4 cubeMapColour = texture (cubeTexture, texcoords); 
    FragColour = cubeMapColour; 
} 

回答

0

正如我剛纔找過我自己的文章中,我發現了問題。

我用GL_TEXTURE_CUBE_MAP_POSITIVE_Y兩次,而不是GL_TEXTURE_CUBE_MAP_NEGATIVE_Y它現在工作。