我一直在使用this tutorial创建一个天空盒,但是采样纹理会返回黑色。如果我使用纹理坐标作为颜色,那么我会感觉到有色的天空盒,因此我认为问题在于纹理采样!我的图形卡或openGL版本可能有问题吗?
这是我的代码:
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "utils.h"
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#define CUSTOM_PI 3.1415926535897931
/*
*
* Include files for Windows, Linux and OSX
* __APPLE is defined if OSX, otherwise Windows and Linux.
*
*/
#ifdef __APPLE__
#define GLFW_INCLUDE_GLCOREARB 1
#include <GLFW/glfw3.h>
#else
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#endif
struct Vertex {
GLfloat position[3];
};
float aspectRatio;
// Position of camera in world space
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 200.0f);
// Camera Orientation in view space
glm::vec3 cameraOrientation = glm::vec3(0.0f, 1.0f, 0.0f);
/* yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction
* vector pointing to the right so we initially rotate a bit to the left. */
float yaw = -90.0f;
float pitch = 0.0f;
float yawPitchStep = 2.0f;
float cameraSpeed = 0.0f;
float cameraAccelerationStep = 0.025f;
float cameraDecelerationStep = 0.05f;
bool left = false;
bool right = false;
bool page_up = false;
bool page_down = false;
bool up = false;
bool down = false;
GLuint shaderProgram;
unsigned int skyboxVAO, skyboxVBO;
unsigned int cubemapTexture;
/* Whenever the window size changed (by OS or user resize) this callback
* function executes */
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
/* Make sure the viewport matches the new window dimensions; note that width
* and height will be significantly larger than specified on retina
* displays. */
if (!(width == 0 || height == 0)) {
aspectRatio = (float)width / (float)height;
glViewport(0, 0, width, height);
}
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
if ((key == GLFW_KEY_ESCAPE || key == GLFW_KEY_Q) && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key == GLFW_KEY_LEFT) {
if (action == GLFW_PRESS)
left = true;
if (action == GLFW_RELEASE)
left = false;
}
if (key == GLFW_KEY_RIGHT) {
if (action == GLFW_PRESS)
right = true;
if (action == GLFW_RELEASE)
right = false;
}
if (key == GLFW_KEY_PAGE_UP) {
if (action == GLFW_PRESS)
page_up = true;
if (action == GLFW_RELEASE)
page_up = false;
}
if (key == GLFW_KEY_PAGE_DOWN) {
if (action == GLFW_PRESS)
page_down = true;
if (action == GLFW_RELEASE)
page_down = false;
}
if (key == GLFW_KEY_UP) {
if (action == GLFW_PRESS)
up = true;
if (action == GLFW_RELEASE)
up = false;
}
if (key == GLFW_KEY_DOWN) {
if (action == GLFW_PRESS)
down = true;
if (action == GLFW_RELEASE)
down = false;
}
}
// loads a cubemap texture from 6 individual texture faces
// order:
// +X (right)
// -X (left)
// +Y (top)
// -Y (bottom)
// +Z (front)
// -Z (back)
// -------------------------------------------------------
unsigned int loadCubemap(std::vector<std::string> faces) {
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++) {
unsigned char *data =
stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width,
height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
} else {
std::cout << "Cubemap texture failed to load at path: " << faces[i]
<< std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_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);
return textureID;
}
void setup() {
// These pointers will receive the contents of our shader source code files
GLchar *vertexSource, *fragmentSource;
// These are handles used to reference the shaders
GLuint vertexShader, fragmentShader;
/* Read our shaders into the appropriate buffers */
vertexSource = fileToBuf("./skyboxShader.vert");
fragmentSource = fileToBuf("./skyboxShader.frag");
/* Assign our handles a "name" to new shader objects */
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
/* Associate the source code buffers with each handle */
glShaderSource(vertexShader, 1, (const GLchar **)&vertexSource, 0);
glShaderSource(fragmentShader, 1, (const GLchar **)&fragmentSource, 0);
/* Compile our shader objects */
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
/* Assign our program handle a "name" */
shaderProgram = glCreateProgram();
// Attach our shaders to our program
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindAttribLocation(shaderProgram, 0, "in_Position");
// Link our program, and set it as being actively used
glLinkProgram(shaderProgram);
checkShader(shaderProgram, "Basic Shader");
glUseProgram(shaderProgram);
GLuint cubemapTexture;
glGenTextures(1, &cubemapTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
// skybox VAO
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
(void *)0);
// load textures
// -------------
std::vector<std::string> faces{
"./textures/skybox/right.jpg", "./textures/skybox/left.jpg",
"./textures/skybox/top.jpg", "./textures/skybox/bottom.jpg",
"./textures/skybox/front.jpg", "./textures/skybox/back.jpg"};
cubemapTexture = loadCubemap(faces);
// shader configuration
// --------------------
glUniform1i(glGetUniformLocation(shaderProgram, "skybox"), 0);
}
void render(float time, glm::mat4 projection, glm::mat4 view) {
// draw skybox as last
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when
// values are equal to depth buffer's content
glUseProgram(shaderProgram);
view =
glm::mat4(glm::mat3(view)); // remove translation from the view matrix
glm::mat4 VP = projection * view;
// Bind Model, View, Perspective transformation matrix to be a uniform
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "vpmatrix"), 1,
GL_FALSE, glm::value_ptr(VP));
// skybox cube
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS); // set depth function back to default
}
int main(void) {
int k = 0;
float time = 0;
GLFWwindow *window;
if (!glfwInit()) {
printf("Failed to start GLFW\n");
exit(EXIT_FAILURE);
}
#ifdef __APPLE__
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
window = glfwCreateWindow(800, 800, "Graphics Test", NULL, NULL);
aspectRatio = 1.0f;
if (!window) {
glfwTerminate();
printf("GLFW Failed to start\n");
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
#ifndef __APPLE__
glewExperimental = GL_TRUE;
int err = glewInit();
if (GLEW_OK != err) {
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
#endif
glfwSetKeyCallback(window, key_callback);
fprintf(stderr, "GL INFO %s\n", glGetString(GL_VERSION));
glEnable(GL_DEPTH_TEST);
setup();
printf("Ready to render\n");
while (!glfwWindowShouldClose(window)) { // Main loop
time = glfwGetTime();
// Make our blue to ensure skybox is working.
glClearColor(0.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* Defines the projection:
* With 45 degree field of view
* With A given aspect ratio
* Cliping everything closer than 0.1 to the camera
* Cliping everything further than 1000 from the camera */
glm::mat4 Projection =
glm::perspective(45.0f, aspectRatio, 0.1f, 1000.0f);
if (left) {
yaw -= yawPitchStep;
}
if (right) {
yaw += yawPitchStep;
}
if (page_up) {
pitch += yawPitchStep;
}
if (page_down) {
pitch -= yawPitchStep;
}
if (up) {
cameraSpeed += cameraAccelerationStep;
printf("Camera Speed = %f\n", cameraSpeed);
}
if (down) {
cameraSpeed -= cameraDecelerationStep;
if (cameraSpeed < 0) {
cameraSpeed = 0;
}
printf("Camera Speed = %f\n", cameraSpeed);
}
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
glm::vec3 cameraDirection = glm::normalize(front);
cameraPos += cameraSpeed * cameraDirection;
glm::mat4 View = glm::lookAt(cameraPos, cameraPos + cameraDirection,
cameraOrientation);
render(time, Projection, View);
k++;
glfwSwapBuffers(window); // Swap front and back rendering buffers
glfwPollEvents(); // Poll for events.
}
glfwTerminate(); // Close window and terminate GLFW
exit(EXIT_SUCCESS); // Exit program
}
还有我的顶点着色器:
#version 400
precision highp float;
// Position of vertex
in vec3 in_Position;
// The model, view, and projection matrices which needs to be applied to every vertex
uniform mat4 vpmatrix;
// Texture coordinates passed on to fragment shader
out vec3 TexCoords;
void main(void) {
TexCoords = in_Position;
vec4 pos = vpmatrix * vec4(in_Position, 1.0);
gl_Position = pos.xyww;
}
还有我的片段着色器:
#version 400
precision highp float;
in vec3 TexCoords;
out vec4 FragColor;
uniform samplerCube skybox;
void main()
{
FragColor = texture(skybox, TexCoords);
// FragColor = vec4(TexCoords, 1.0f);
}
最佳答案
永远不会设置在函数unsigned int cubemapTexture;
中使用的全局变量render
,因为函数cubemapTexture
中有一个名为setup
的第二个(本地)变量。
从函数cubemapTexture
中删除局部变量setup
以解决此问题:
unsigned int cubemapTexture;
void setup() {
.....
GLuint cubemapTexture; // delete this part of the
glGenTextures(1, &cubemapTexture); //
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture); //
.....
cubemapTexture = loadCubemap(faces);
.....
}
void render(float time, glm::mat4 projection, glm::mat4 view) {
.....
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
.....
}