在超过纹理单元限制后,我决定使用立方体贴图数组纹理。
出于测试目的,我将立方体贴图的内容渲染为天空盒。问题是,当我绑定(bind)一个立方体贴图数组时,OpenGL 会忽略它,而是使用之前绑定(bind)的立方体贴图来渲染天空盒。
GL.BindTexture(TextureTarget.TextureCubeMap, shadowMaps[5].cubeMapTexture);
GL.BindTexture(TextureTarget.TextureCubeMapArray, shadowMapArray.cubeMapHandle); // Ignored
我假设这是错误创建的立方体贴图数组的默认行为。据我所知,我已正确完成所有操作:Framebuffer complete
。
那么,创建和绑定(bind)立方体贴图数组的正确方法是什么?
public class CubeMapArray
{
public static int size = 512;
public static int layers = 8; // number of cube maps in array
public int FBO_handle;
public int cubeMapHandle;
public int cubeMapDepthHandle;
// Constructor //
public CubeMapArray()
{
// Create the FBO
GL.GenFramebuffers(1, out FBO_handle);
// Create and bind the CubeMap array
GL.GenTextures(1, out cubeMapHandle);
GL.BindTexture(TextureTarget.TextureCubeMapArray, cubeMapHandle);
// Allocate storage space
GL.TexImage3D(TextureTarget.TextureCubeMapArray, 0, PixelInternalFormat.Rg16, size, size, layers * 6, 0, PixelFormat.Red, PixelType.Float, IntPtr.Zero);
// Set the suitable texture parameters
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureBaseLevel, 0);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMaxLevel, 0);
// Create and bind the CubeMap depth array
GL.GenTextures(1, out cubeMapDepthHandle);
GL.BindTexture(TextureTarget.TextureCubeMapArray, cubeMapDepthHandle);
// Allocate storage space
GL.TexImage3D(TextureTarget.TextureCubeMapArray, 0, PixelInternalFormat.DepthComponent, size, size, layers * 6, 0, PixelFormat.DepthComponent, PixelType.UnsignedByte, IntPtr.Zero);
// Set the suitable texture parameters
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureBaseLevel, 0);
GL.TexParameter(TextureTarget.TextureCubeMapArray, TextureParameterName.TextureMaxLevel, 0);
// Attach cubemap texture as the FBO's color buffer
GL.BindFramebuffer(FramebufferTarget.Framebuffer, FBO_handle);
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, cubeMapHandle, 0);
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, cubeMapDepthHandle, 0);
// Error check
var errorcheck = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
Console.WriteLine("CUBEMAP ARRAY: " + errorcheck);
// Bind default framebuffer
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
}
着色器非常简单,而且令人惊讶的是,可以绑定(bind)常规立方体贴图。
顶点
#version 330
in vec3 texCoord;
out vec4 fragColor;
uniform samplerCube cubeMapArray[16];
void main (void)
{
fragColor = texture(cubeMapArray[0], texCoord);
}
片段
#version 330
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
in vec3 in_position;
out vec3 texCoord;
void main()
{
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
texCoord = in_position;
}
最佳答案
您需要在着色器代码中使用相应的采样器类型。立方体贴图数组在 OpenGL 4.0 及更高版本中可用,因此您还需要将 GLSL 版本增加到 400
或更高版本。
然后着色器代码看起来像这样:
#version 400
...
uniform samplerCubeArray cubeMapArray;
...
fragColor = texture(cubeMapArray, vec4(texCoord, 0));
请注意,用于采样的数组层被指定为纹理坐标的第 4 个分量。
关于c# - OpenGL - 如何创建和绑定(bind)立方体贴图数组?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40469508/