Qt GLSL立方映射
我试着用GLSL绘制立方体地图。但是,对象是黑色的 为什么物体不能着色 补充:Qt GLSL立方映射,qt,opengl,glsl,Qt,Opengl,Glsl,我试着用GLSL绘制立方体地图。但是,对象是黑色的 为什么物体不能着色 补充: 图像可以读取 projectionMatrix、viewMatrix和baseColor正在工作 glCreateTextures(GL_TEXTURE_CUBE_MAP, 1, &_texture); glActiveTexture(GL_TEXTURE1); // add glBindTexture(GL_TEXTURE_CUBE_MAP, _texture); QImage posx; bool co
- 图像可以读取
- projectionMatrix、viewMatrix和baseColor正在工作
glCreateTextures(GL_TEXTURE_CUBE_MAP, 1, &_texture); glActiveTexture(GL_TEXTURE1); // add glBindTexture(GL_TEXTURE_CUBE_MAP, _texture); QImage posx; bool complateLoadCubeMapPosX = posx.load(("D:/posx.jpg")); assert(complateLoadCubeMapPosX); QImage negx; bool complateLoadCubeMapNegX = negx.load(("D:/negx.jpg")); assert(complateLoadCubeMapNegX); QImage posy; bool complateLoadCubeMapPosY = posy.load(("D:/posy.jpg")); assert(complateLoadCubeMapPosY); QImage negy; bool complateLoadCubeMapNegY = negy.load(("D:/negy.jpg")); assert(complateLoadCubeMapNegY); QImage posz; bool complateLoadCubeMapPosZ = posz.load(("D:/posz.jpg")); assert(complateLoadCubeMapPosZ); QImage negz; bool complateLoadCubeMapNegZ = negz.load(("D:/negz.jpg")); assert(complateLoadCubeMapNegZ); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // add glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // add glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // add glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // add glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // add glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, posx.width(), posx.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, posx.bits()); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, negx.width(), negx.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, negx.bits()); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, posy.width(), posy.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, posy.bits()); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, negy.width(), negy.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, negy.bits()); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, posz.width(), posz.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, posz.bits()); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, negz.width(), negz.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, negz.bits()); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glActiveTexture(GL_TEXTURE0); // add MaterialManager::getInstance().createProgram("cubemap");
GLuint program = MaterialManager::getInstance().getShader("cubemap");
glUseProgram(program);
glUniformMatrix4fv(glGetUniformLocation(program, "projMat"), 1, GL_FALSE, projectionMatrix.data());
glUniformMatrix4fv(glGetUniformLocation(program, "viewMat"), 1, GL_FALSE, viewMatrix.data());
glUniform4f(glGetUniformLocation(program, "baseColor"), 0.8f, 0.8f, 0.8f, 1.0f);
glUniform1i(glGetUniformLocation(program, "envMap"), 1); // change
glBindVertexArray(_vao);
glActiveTexture(GL_TEXTURE1); // add
glBindTexture(GL_TEXTURE_CUBE_MAP, _texture); // add
glDrawArrays(GL_TRIANGLES, 0, _normals.size());
glActiveTexture(GL_TEXTURE0); // add
glBindVertexArray(0);
片段着色器:
#version 450
#extension GL_NV_shadow_samplers_cube : enable
in vec4 position;
in vec3 normal;
out vec4 out_color;
uniform vec4 baseColor;
uniform samplerCube envMap;
...
void main()
{
out_color = vec4(textureCube(envMap, vec3(1.0, 0.0, 0.0)).rgb, 1.0);
}
您将纹理绑定为统一(envMap),但该统一应包含纹理单元。另外,我看不到在渲染时绑定_纹理(缺少
glBindTexture(GL_纹理_立方体_贴图,_纹理);
)
此外,在创建纹理时不设置采样器参数:
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 );
默认的缩小过滤器使用mipmap。当没有生成mipmap时,采样器将返回黑色代码>行正在重复,看起来它们是复制粘贴的,而不是固定的。