Java 天空盒是全黑的
我是openGL的新手 我在LWJGL上创建了这个skybox,但它全是黑色的 SkyboxRenderer类:Java 天空盒是全黑的,java,opengl,lwjgl,skybox,Java,Opengl,Lwjgl,Skybox,我是openGL的新手 我在LWJGL上创建了这个skybox,但它全是黑色的 SkyboxRenderer类: private static String[] TEXTURE_FILES = {"right","left","bottom","back","front"}; private RawModel cube; private int texture; private SkyboxShader shader; public SkyboxRenderer(Loader loader,
private static String[] TEXTURE_FILES = {"right","left","bottom","back","front"};
private RawModel cube;
private int texture;
private SkyboxShader shader;
public SkyboxRenderer(Loader loader, Matrix4f projectionMatirx) {
cube = loader.loadToVAO(VERTICES, 3);
texture = loader.loadCubeMap(TEXTURE_FILES);
shader = new SkyboxShader();
shader.start();
shader.loadProjectionMatrix(projectionMatirx);
shader.stop();
}
public void render(Camera camera){
shader.start();
shader.loadViewMatrix(camera);
GL30.glBindVertexArray(cube.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount());
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
shader.stop();
}
Loader loadCubeMap函数:
public int loadCubeMap(String[] textureFiles){
int texID = GL11.glGenTextures();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texID);
for(int i = 0; i < textureFiles.length;i++){
TextureData data = decodeTextureFile("res/" + textureFiles[i] + ".png");
GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL11.GL_RGBA,
GL11.GL_UNSIGNED_BYTE, data.getBuffer());
}
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
textures.add(texID);
return texID;
}
private TextureData decodeTextureFile(String fileName) {
int width = 0;
int height = 0;
ByteBuffer buffer = null;
try {
FileInputStream in = new FileInputStream(fileName);
PNGDecoder decoder = new PNGDecoder(in);
width = decoder.getWidth();
height = decoder.getHeight();
buffer = ByteBuffer.allocateDirect(4 * width * height);
decoder.decode(buffer, width * 4, Format.RGBA);
buffer.flip();
in.close();
} catch (Exception e) {
e.printStackTrace();
System.err.println("Tried to load texture " + fileName + ", didn't work");
System.exit(-1);
}
return new TextureData(buffer, width, height);
}
}
公共抽象类着色器程序{
private int programID;
private int vertexShaderID;
private int fragmentShaderID;
private static FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16);
public ShaderProgram(String vertexFile, String fragmentFile) {
vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
programID = GL20.glCreateProgram();
GL20.glAttachShader(programID, vertexShaderID);
GL20.glAttachShader(programID, fragmentShaderID);
bindAttributes();
GL20.glLinkProgram(programID);
GL20.glValidateProgram(programID);
getAllUniformLocations();
}
protected abstract void getAllUniformLocations();
protected int getUniformLocation(String uniformName){
return GL20.glGetUniformLocation(programID, uniformName);
}
public void start(){
GL20.glUseProgram(programID);
}
public void stop(){
GL20.glUseProgram(0);
}
public void cleanUp(){
stop();
GL20.glDetachShader(programID, vertexShaderID);
GL20.glDetachShader(programID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(programID);
}
protected abstract void bindAttributes();
protected void bindAttribute(int attribute, String variableName){
GL20.glBindAttribLocation(programID, attribute, variableName);
}
protected void loadInt(int location, int value){
GL20.glUniform1i(location, value);
}
protected void loadFloat(int location, float value){
GL20.glUniform1f(location, value);
}
protected void loadVector(int location, Vector3f value){
GL20.glUniform3f(location, value.x, value.y, value.z);
}
protected void load2DVector(int location, Vector2f value){
GL20.glUniform2f(location, value.x, value.y);
}
protected void loadBoolean(int location, boolean value){
float toLoad = 0;
if(value)toLoad = 1;else toLoad = 0;
GL20.glUniform1f(location, toLoad);
}
protected void loadMatrix(int location, Matrix4f matrix){
matrix.store(matrixBuffer);
matrixBuffer.flip();
GL20.glUniformMatrix4(location, false, matrixBuffer);
}
private static int loadShader(String file, int type){
StringBuilder shaderSource = new StringBuilder();
try{
BufferedReader reader = new BufferedReader(new FileReader(file));
String line;
while((line = reader.readLine()) != null){
shaderSource.append(line).append("\n");
}
reader.close();
}catch(IOException e){
System.err.println("Could not read shader file!");
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if(GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS)==GL11.GL_FALSE){
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.out.println("Could not compile shader.");
System.exit(-1);
}
return shaderID;
}
}
skyboxFragmentShader:
#version 400
in vec3 textureCoords;
out vec4 out_Color;
uniform samplerCube cubeMap;
void main(void){
out_Color = texture(cubeMap, textureCoords);
}
skyboxVertexShader
#version 400
in vec3 position;
out vec3 textureCoords;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main(void){
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
textureCoords = position;
}`
您的立方体贴图纹理未完成立方体: 加载程序代码在调用它的数组中的所有文件上进行迭代: 您只为立方体提供了5个面,而忘记了“顶部”面 根据德国劳埃德船级社规范(引用自本规范第8.17节) 如果六个纹理中的每个纹理 单独考虑的图像是mipmap完整的另外,一个 如果以下条件均成立,则立方体贴图纹理为立方体完成 正确:
- 六个立方体贴图面中的每个面的level_基本纹理图像都具有相同、正和正方形尺寸。
- 水平基准 每个图像都使用相同的内部格式指定
- [……]
- 该纹理是立方体贴图纹理,并且不是立方体完整
- [……]
(0;0;0;1)
,对于阴影采样器,将返回完整的0
因此,确实,立方体贴图应该显示为完全黑色。你的skybox着色器代码是什么样子的?@derhass我将其添加到其他着色器的问题帖子中。其他着色器工作是否正常?你正在为立方体贴图方形加载的纹理是否正确?@RetoKoradi是纹理1024x1024@KodeKishin:您仍然没有包含着色器文件的实际源代码。其他着色器工作的事实对这个问题并没有真正的帮助。你的skybox着色器需要对立方体贴图纹理进行正确采样,现在还不清楚它是否这样做。非常感谢:D@derhass
#version 400
in vec3 position;
out vec3 textureCoords;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main(void){
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
textureCoords = position;
}`
for(int i = 0; i < textureFiles.length;i++){
// [...]
GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, [...])
}
String[] TEXTURE_FILES = {"right","left","bottom","back","front"};