Sign in to follow this  

OpenGL DevIL & DDS Cube Maps

Recommended Posts

Hi I'm working with DevIL and OpenGL/DirectX. In the OpenGL implementation, I want to load a cube map texture stored in a DDS format 32 bit per pixel with 8 bit ARGB. In the DevIL DirectX library it has

for loading cube maps - equivilent to D3DXCreateCubeTextureFromFile. In OpenGL, I'm using
//FileName for 2D (standard) texture.
	char* fileName1 = (char*)CgEffect.mappedTextures[0]->fileName;

	int texture = ilutGLLoadImage(fileName1);				
// Send texture to GPU
	cgGLSetupSampler(tmpParam, texture);

// FileName for Cubemap Tuexture.
	char* fileName2 = (char*)CgEffect.mappedTextures[1]->fileName;
	int texture2 = ilutGLLoadImage(fileName2);				
//Send CubeMap to GPU
	cgGLSetupSampler(envParam, texture2);

Im sending the Textures to a CGFX effect which looks fine in NVIDIA FX Composer but when I run my code it appears as if the cube map is completley black (the 2D Texture works fine).

% Default + Textured + Bump Effect.

keywords: material classic

date: 02/09/2008


float4x4 WorldViewProj : WorldViewProjection;
float4x4 matWorld : World;
float4 viewPos : CAMERAPOSITION;
float4 lightPos0 = float4(0.0f,10.0f,0.0f,1.0f);
float4 ambient = float4(0.8f,0.8f,0.8f,1.0f);
float shinyness = 0.9f;
float pTime : TIME;

texture diffuse_texture : DIFFUSE
	string ResourceName = "";
	string UIName = "Diffuse Texture";
	string ResourceType = "2d";

sampler2D diffuse_sampler = sampler_state
	Texture = <diffuse_texture>;
	generateMipMap = true;
	MagFilter = Linear;
	MinFilter = Linear;

	AddressU = WRAP;
	AddressV = WRAP;	

textureCUBE reflection_texture : ENVIRONMENT
	string ResourceName = "";
	string UIName = "Reflection Texture";
	string ResourceType = "Cube";

samplerCUBE environment_sampler = sampler_state
	Texture = <reflection_texture>;
	generateMipMap = true;
	MagFilter = Linear;
	MinFilter = Linear;

	AddressU = Clamp;
	AddressV = Clamp;	

struct vs_Input
	float4 pos  	: POSITION;
	float4 Diffuse	: COLOR0;
	float4 norm		: NORMAL;
	float4 tex0		: TEXCOORD0;

struct vs_Output
	float4 pos  		: POSITION;
	float4 pos1 		: TEXCOORD0;
	float4 Diffuse		: TEXCOORD1;
	float4 norm			: TEXCOORD2;
	float4 tex0			: TEXCOORD3;
	float3 reflection	: TEXCOORD4;

vs_Output mainVS(vs_Input pIn) 
	vs_Output pOut;
	pOut.pos = mul(WorldViewProj,pIn.pos);
	//pOut.pos.y += sin(pTime);
	pOut.pos1 = pOut.pos;
	pOut.norm = normalize(pIn.norm);
	pOut.tex0 = pIn.tex0;
	pOut.tex0.y += pTime / 1000;
	float4 woldSpaceNormal = normalize(mul(matWorld,pOut.norm));
	//get a vector toward the camera y
	float4 posWorld = normalize(mul(matWorld,pIn.pos));
	float4 Incident = normalize(posWorld - viewPos);
	//Reflection vector for cubemap: R = 1 - 2*N * (I.N) = reflect(,;

	return pOut;

float4 mainPS(vs_Output pIn) : COLOR 
	float4 L = normalize(lightPos0 - pIn.pos1);
	float NdotL = dot(pIn.norm,L);
	float4 reflection = float4(texCUBE(environment_sampler,pIn.reflection).xyz,1.0f);
	return (reflection * shinyness )+ (ambient + float4(max(0.0f,NdotL))) * tex2D(diffuse_sampler,pIn.tex0.xy);

technique technique0 
	pass p0 
		VertexProgram = compile vp40 mainVS();
		DepthTestEnable = true;
		DepthMask = true;
		CullFaceEnable = false;
		BlendEnable = true;
		DepthFunc = LEqual;
		FragmentProgram = compile fp40 mainPS();

Is there any way to load a cube map in DevIL? Any help would be appreciated.

Share this post

Link to post
Share on other sites
The last time I tried I couldn't make it work.
I implemented a dds loader myself and the good news is that it is really easy.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Partner Spotlight

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By xhcao
      Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 
    • By cebugdev
      hi guys, 
      are there any books, link online or any other resources that discusses on how to build special effects such as magic, lightning, etc. in OpenGL? i mean, yeah most of them are using particles but im looking for resources specifically on how to manipulate the particles to look like an effect that can be use for games,. i did fire particle before, and I want to learn how to do the other 'magic' as well.
      Like are there one book or link(cant find in google) that atleast featured how to make different particle effects in OpenGL (or DirectX)? If there is no one stop shop for it, maybe ill just look for some tips on how to make a particle engine that is flexible enough to enable me to design different effects/magic 
      let me know if you guys have recommendations.
      Thank you in advance!
    • By dud3
      How do we rotate the camera around x axis 360 degrees, without having the strange effect as in my video below? 
      Mine behaves exactly the same way spherical coordinates would, I'm using euler angles.
      Tried googling, but couldn't find a proper answer, guessing I don't know what exactly to google for, googled 'rotate 360 around x axis', got no proper answers.
      The video shows the difference between blender and my rotation:
    • By Defend
      I've had a Google around for this but haven't yet found some solid advice. There is a lot of "it depends", but I'm not sure on what.
      My question is what's a good rule of thumb to follow when it comes to creating/using VBOs & VAOs? As in, when should I use multiple or when should I not? My understanding so far is that if I need a new VBO, then I need a new VAO. So when it comes to rendering multiple objects I can either:
      * make lots of VAO/VBO pairs and flip through them to render different objects, or
      * make one big VBO and jump around its memory to render different objects. 
      I also understand that if I need to render objects with different vertex attributes, then a new VAO is necessary in this case.
      If that "it depends" really is quite variable, what's best for a beginner with OpenGL, assuming that better approaches can be learnt later with better understanding?
    • By test opty
      Hello all,
      On my Windows 7 x64 machine I wrote the code below on VS 2017 and ran it.
      #include <glad/glad.h>  #include <GLFW/glfw3.h> #include <std_lib_facilities_4.h> using namespace std; void framebuffer_size_callback(GLFWwindow* window , int width, int height) {     glViewport(0, 0, width, height); } //****************************** void processInput(GLFWwindow* window) {     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)         glfwSetWindowShouldClose(window, true); } //********************************* int main() {     glfwInit();     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);     GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);     if (window == nullptr)     {         cout << "Failed to create GLFW window" << endl;         glfwTerminate();         return -1;     }     glfwMakeContextCurrent(window);     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))     {         cout << "Failed to initialize GLAD" << endl;         return -1;     }     glViewport(0, 0, 600, 480);     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);     glClearColor(0.2f, 0.3f, 0.3f, 1.0f);     glClear(GL_COLOR_BUFFER_BIT);     while (!glfwWindowShouldClose(window))     {         processInput(window);         glfwSwapBuffers(window);         glfwPollEvents();     }     glfwTerminate();     return 0; }  
      The result should be a fixed dark green-blueish color as the end of here. But the color of my window turns from black to green-blueish repeatedly in high speed! I thought it might be a problem with my Graphics card driver but I've updated it and it's: NVIDIA GeForce GTX 750 Ti.
      What is the problem and how to solve it please?
  • Popular Now