所以,我成功地在我的引擎中实现了批处理,但遇到了一些奇怪的行为。samplerCubes
的碎片着色器中。批量渲染器在有2个纹理单元的情况下可以正常工作--如果我只绑定了2个纹理,我可以成功地用正确的纹理绘制立方体,但是当我在碎片着色器中添加第3个纹理时,我就会发现,我的渲染器中的纹理单元并不完整。mTextures
矢量,并使用 glUniform1i
中该指数的 samplerCube
数组,显示了错误的纹理,即使纹理id (TexID
)是正确的(我在片段着色器中检查了这一点)。
问题似乎与我对OpenGL的理解有关,因为出于某种原因,应该由 textureCubes[2]
(片段着色器统一)由以下方式显示 textureCubes[1]
和 textureCubes[2]
显示的纹理与 textureCubes[0]
. 哪些内容应该由 textureCubes[1]
只是不存在第3个纹理绑定。
这是我的代码。
Main. cpp
#include "Window.h"
#include "Block.h"
#include "BatchRenderer.h"
#include "Shader.h"
#include "Camera.h"
void Submit(gfx::BatchRenderer* renderer, float height) //temporary to test batching
{
for (int i = 0; i < 16; i++)
{
for (int j = 0; j < 16; j++)
{
gfx::Block* block = new gfx::Block(j % 2 == 0 ? (i % 2 == 0 ? gfx::BlockType::DIRT : gfx::BlockType::GRASS) : gfx::BlockType::COBBLE, math::Vec3f(i * 5.0, height, j * 5.0));
renderer->Submit(block);
}
}
}
int main()
{
gfx::Window* window = new gfx::Window("MineClone", 800, 800);
gfx::Shader* shader = new gfx::Shader();
shader->FromFile(GL_VERTEX_SHADER, "Resources/ModelTest.vert");
shader->FromFile(GL_FRAGMENT_SHADER, "Resources/ModelTest.frag");
shader->RefreshProgram();
math::Mat4f projection = math::Mat4f::Perspective(70.0, window->GetWidth() / window->GetHeight(), 0.1, 1000.0);
gfx::Camera* camera = new gfx::Camera(projection, 0.05, 0.0015);
gfx::BatchRenderer* renderer = new gfx::BatchRenderer();
gfx::TextureCube* grass = new gfx::TextureCube("Resources/top.png", "Resources/dirt.png", "Resources/sides.png");
renderer->Submit(grass);
gfx::TextureCube* dirt = new gfx::TextureCube("Resources/dirt.png");
renderer->Submit(dirt);
gfx::TextureCube* cobble = new gfx::TextureCube("Resources/cobble.png");
renderer->Submit(cobble);
Submit(renderer, 0.0);
Submit(renderer, 5.0);
Submit(renderer, 10.0);
Submit(renderer, 15.0);
Submit(renderer, 20.0);
Submit(renderer, 25.0);
Submit(renderer, 30.0);
Submit(renderer, 35.0);
while (!window->IsClosed())
{
window->Update();
if (window->GetInputHandler()->IsKeyDown(VK_ESCAPE))
window->SwitchMouseState();
if (window->IsSynced())
camera->Update(window->GetInputHandler());
shader->Bind();
math::Mat4f projection = camera->GetProjection();
shader->SetUniform("projection", projection);
math::Mat4f view = camera->GetView();
shader->SetUniform("view", view);
shader->SetUniform("cubeTextures[0]", 0);
shader->SetUniform("cubeTextures[1]", 1);
shader->SetUniform("cubeTextures[2]", 2);
renderer->Render();
shader->Unbind();
}
return 0;
}
BatchRenderer.cpp
#include "BatchRenderer.h"
namespace gfx
{
BatchRenderer::BatchRenderer()
: mMesh(NULL)
{
}
BatchRenderer::~BatchRenderer()
{
mBlocks.clear();
mTextures.clear();
delete mMesh;
}
void BatchRenderer::Submit(Block* block)
{
MeshData data = block->GetMesh();
mMeshData.vertices.insert(mMeshData.vertices.end(),
data.vertices.begin(),
data.vertices.end());
for (int i = 0; i < 36; i++)
{
data.indices[i] += mBlocks.size() * 8;
}
mMeshData.indices.insert(mMeshData.indices.end(),
data.indices.begin(),
data.indices.end());
mMesh = Mesh::Make(mMeshData);
mBlocks.push_back(block);
}
void BatchRenderer::Submit(TextureCube* texture)
{
mTextures.push_back(texture);
}
void BatchRenderer::Render()
{
for (int i = 0; i < mTextures.size(); i++)
{
mTextures[i]->Bind(i);
}
mMesh->Render();
for (int i = 0; i < mTextures.size(); i++)
{
mTextures[i]->Unbind(i);
}
}
}
TextureCube.cpp
#include "TextureCube.h"
namespace gfx
{
TextureCube::TextureCube(std::string paths[6])
: Texture(TextureEnum::TEXTURE_CUBE)
{
glGenTextures(1, &mHandle);
glBindTexture(GL_TEXTURE_CUBE_MAP, mHandle);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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);
for (int i = 0; i < 6; i++)
{
std::vector<byte> pixels;
lodepng::decode(pixels, mWidth, mHeight, paths[i].c_str());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
TextureCube::TextureCube(std::string path)
: Texture(TextureEnum::TEXTURE_CUBE)
{
glGenTextures(1, &mHandle);
glBindTexture(GL_TEXTURE_CUBE_MAP, mHandle);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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);
std::vector<byte> pixels;
lodepng::decode(pixels, mWidth, mHeight, path.c_str());
for (int i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
TextureCube::TextureCube(std::string top, std::string bottom, std::string sides)
: Texture(TextureEnum::TEXTURE_CUBE)
{
glGenTextures(1, &mHandle);
glBindTexture(GL_TEXTURE_CUBE_MAP, mHandle);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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);
std::vector<byte> topPixels;
lodepng::decode(topPixels, mWidth, mHeight, top.c_str());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, topPixels.data());
std::vector<byte> bottomPixels;
lodepng::decode(bottomPixels, mWidth, mHeight, bottom.c_str());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, bottomPixels.data());
std::vector<byte> sidesPixels;
lodepng::decode(sidesPixels, mWidth, mHeight, sides.c_str());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, sidesPixels.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, sidesPixels.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, sidesPixels.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, sidesPixels.data());
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
TextureCube::~TextureCube()
{
glDeleteTextures(1, &mHandle);
mHandle = NULL;
}
void TextureCube::Bind(uint32_t slot)
{
glBindTextureUnit(slot, mHandle);
}
void TextureCube::Unbind(uint32_t slot)
{
glBindTextureUnit(slot, 0);
}
}
ModelTest.vert
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec3 offset;
layout (location = 3) in float textureID;
uniform mat4 projection;
uniform mat4 view;
out vec3 TexPos;
out flat float TexID;
void main()
{
gl_Position = projection * view * vec4(position, 1.0);
TexPos = position - offset;
TexID = textureID;
}
ModelTest.frag
#version 450 core
out vec4 FragColour;
in vec3 TexPos;
in flat float TexID;
uniform samplerCube cubeTextures[3];
void main()
{
vec3 norm = normalize(TexPos);
int id = int(TexID);
FragColour = texture(cubeTextures[id], norm);
}
[...]
textureCubes[1]
和textureCubes[2]
显示的纹理与textureCubes[0]
.
片段着色器的行为是未定义的,因为。
in flat float TexID; uniform samplerCube cubeTextures[3];
int id = int(TexID); ... cubeTextures[id] ...
cubeTextures
是一个立方体贴图采样器的数组,而且... ... TexID
是一个片段着色器输入,因此 TexID
不是 动态统一表达
见GLSL 4.60版本(最新)(来自 OpenGL Shading Language 4.60 Specification - 4.1.7. 不透明类型):
当在着色器中聚合成数组时,这些类型只能用动态统一的表达式做索引,否则纹理查找将导致未定义的值。
我建议使用 samplerCubeArray
(见 采样器),而不是一个数组的 samplerCube
. 当你使用 samplerCubeArray
那么你根本不需要任何索引,因为 "索引 "在纹理查找时被编码在纹理坐标的第4个分量中(参见 texture
).
对于正在寻找解决方案的人来说,我花了点时间,但还是找到了(我对OpenGL比较陌生)。问题是我使用glUniform1i单独设置了纹理采样器插槽。为了解决这个问题,由于cubeTextures是一个samplerCubes的数组,我为采样器数据创建了一个包含int数组和长度的结构,并使用glUniform1iv设置纹理采样器插槽。