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我正在尝试使用C中的openGL创建一个Skybox,但是只出现了黑屏

[英]I am trying to create a skybox with openGL in C, but am only getting a black screen

我正在尝试使用C语言中的OpenGL创建一个Skybox。我看了很多教程,看了很多人的代码,但我不认为我会错过任何东西,但是却出现了黑屏。 我把整个事情弄错了吗?

#include <windows.h>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
#include <stdio.h>
#include <math.h>

GLuint texture[6];

/**
 * Init function initializing the background to black.
 */
void init()
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();   
    glMatrixMode(GL_MODELVIEW | GL_PROJECTION);
    glEnable(GL_DEPTH_TEST);    
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
   glMatrixMode(GL_MODELVIEW);
}

GLuint LoadTexture(const char * filename, int width, int height)
{
    GLuint texture;
    unsigned char * data;
    FILE * file;

    //Open the image file
    file = fopen(filename, "rb");
    //If it doesn't open just return 0
    if(file == NULL)
    {
        return 0;
    }

    //Allocate space for data and read
    data = (unsigned char *)malloc(width * height * 3);
    fread(data, width * height * 3, 1, file);

    //Close the file
    fclose(file);

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

    gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data );    
    free(data);

    return texture;     
}

void draw()
{
    int width = 512;
    int height = 512;
    int length = 512;

    //start in this coordinates
    int x = 0;
    int y = 0;
    int z = 0;

    //center the square
    x = x - width / 2;
    y = y - height / 2;
    z = z - length / 2;

    // Bind the BACK texture of the sky map to the BACK side of the cube
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glBegin(GL_QUADS);      
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y,  z);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z); 
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
    glEnd();

    //FRONT
    glBindTexture(GL_TEXTURE_2D, texture[1]);
    glBegin(GL_QUADS);  
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y,  z + length);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z + length); 
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y,  z + length);
    glEnd();

    //BOTTOM
    glBindTexture(GL_TEXTURE_2D, texture[4]);
    glBegin(GL_QUADS);      
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y,  z);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y,  z + length);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y,  z + length); 
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y,  z);
    glEnd();

    //TOP
    glBindTexture(GL_TEXTURE_2D, texture[5]);
    glBegin(GL_QUADS);      
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y + height, z + length); 
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
    glEnd();

    //LEFT
    glBindTexture(GL_TEXTURE_2D, texture[2]);
    glBegin(GL_QUADS);      
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z); 
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length); 
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y,  z + length);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y,  z);     

    glEnd();

    //RIGHT
    glBindTexture(GL_TEXTURE_2D, texture[3]);
    glBegin(GL_QUADS);  
        glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y,  z);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y,  z + length);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length); 
        glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
    glEnd();
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT);
    glLoadIdentity();
    gluLookAt(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    texture[0] = LoadTexture("back.bmp", 512, 512);
    /*texture[0] = SOIL_load_OGl_texture
    {
        "back.bmp",
        SOIL_LOAD_AUTO,
        SOIL_CREATE_NEW_ID,
        SOIL_FLAG_INVERT_Y
    };*/
    texture[1] = LoadTexture("front.bmp", 512, 512);
    texture[2] = LoadTexture("left.bmp", 512, 512);
    texture[3] = LoadTexture("right.bmp", 512, 512);
    texture[4] = LoadTexture("cesped.bmp", 512, 512);
    texture[5] = LoadTexture("top.bmp", 512, 512);

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);

    draw();
    glutSwapBuffers();
}

int main(int argc, char* argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_ALPHA);
    glutInitWindowSize(1000, 1000);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("blah");

    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);

    glutMainLoop();

    return 0;
}

问题似乎是,天空盒不在可见区域内。 当看投影矩阵的定义时glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0); ,人们看到,沿z轴的可见值必须在1.5到20.0之间。 但是,天空盒从-256.0绘制到256.0,位于远平面/近平面的后面并被剪掉。

有两种可能的解决方案:一种可以画一个较小的天空盒或增加可见区域。 通常,在两种情况下,结果都是相同的(至少在渲染天空盒时不进行深度测试作为第一个对象时,通常这样做)。

根据评论:像素的纹理大小与几何图形的大小之间没有关系。 因此,无需绘制边长为512的立方体。

似乎有些事情会发生:

  • 在没有GL_DEPTH_BUFFER_BIT的情况下调用glClear,但是启用了深度测试
  • gluLookAt对眼睛位置和关注点都使用(0,0,0),modelview矩阵看起来不太好; 您应该使用框的中心作为位置,并使用所需的目标。
  • 您的显示功能是每帧重新加载图像并重新创建纹理! 实际上,应该在启动时一次完成init()函数中的所有操作。
  • 您不需要启用GL_TEXTURE_GEN_S或GL_TEXTURE_GEN_T,因为 提供纹理坐标。
  • @BDL表示:考虑到框的大小(512.0),远裁剪平面太近(20.0)。

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