OpenGL Skybox渲染错误

OpenGL Skybox rendering wrong

本文关键字:错误 Skybox OpenGL      更新时间:2023-10-16

我正在尝试实现一个天空盒,然后使用天空盒的立方体贴图在我的场景中制作一个反射球体,使用我发现编辑的一些代码来适应我的项目。天空盒显示,但图像看起来几乎损坏,有山脉的基本轮廓,但没有您在图像中看到的颜色。https://i.stack.imgur.com/rPFZx.jpg我一直在努力确保活动纹理和我的着色器是正确的,但我就是想不通。

顶点和片段着色器

#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;

void main()
{
   vec4 pos = projection * view * vec4(position, 1.0);
   gl_Position = pos.xyww;
   TexCoords = position;
}  
#version 330 core
in vec3 TexCoords;
out vec4 color;
uniform samplerCube skybox;
void main()
{    
    color = texture(skybox, TexCoords);
}

加载立方体贴图

GLuint loadCubemap(std::vector<const GLchar*> faces)
{
    GLuint textureID;
    glGenTextures(1, &textureID);
    int width, height, numComponents;
    unsigned char* image;
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    for (GLuint i = 0; i < faces.size(); i++)
    {
        image = stbi_load(faces[i], &width, &height, &numComponents, 4);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
        stbi_image_free(image);
    }
    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);
    return textureID;
}

绘制天空盒

            glDepthFunc(GL_LEQUAL);  
            skyShader.Bind();
            skyShader.Update(transform, camera);
            view = glm::mat4(glm::mat3(camera.GetViewProjection()));
            glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "view"), 1, GL_FALSE, glm::value_ptr(view));
            glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
            glBindVertexArray(skyboxVAO);
            glActiveTexture(GL_TEXTURE0);
            glUniform1i(glGetUniformLocation(skyShader.getProg(), "skybox"), 0);
            glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            glBindVertexArray(0);
            glDepthFunc(GL_LESS);

让我知道是否有任何其他部分有用

纹理

被读入,并馈送到OpenGL,每个像素的分量数量不一致

image = stbi_load(faces[i], &width, &height, &numComponents, 4);读取包含 4 个组件的图像

但是当你把它输入到OpenGL时,glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);你把它作为一个纹理,每像素有3个分量,导致每4个字节被解释为红色,而它应该是其他东西。