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Render cubemap texture to cubemap framebuffer?

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Im receiving an eror:

 

The fragment shader uses varying TexCoords,l but previous shader does not write to it.

 

geometry shader:

 

#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
 
void main()
{
    for(int face = 0; face < 6; ++face)
    {
        gl_Layer = face; // built-in variable that specifies to which face we render.
        for(int i = 0; i < 3; ++i) // for each triangle's vertices
        {
            gl_Position = gl_in.gl_Position;
            EmitVertex();
        }    
        EndPrimitive();
    }
}

 

 

 

 

vetex shader:

 

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;

out vec2 TexCoords;

void main()
{
    gl_Position = vec4(position, 1.0f);
    TexCoords = texCoords;
}

 

 

 

 

fragment shader:

 

#version 330 core

in vec2 TexCoords;
out vec4 FragColor;
uniform samplerCube depthMap;

void main()
{
    FragColor = textureCube(depthMap, vec3(TexCoords, 1.0f));
}

 

 

render code;

 

void RenderQuad()
{
    if (quadVAO == 0)
    {
        GLfloat quadVertices[] = {
            // Positions        // Texture Coords
            -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
            -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
            1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
        };
        // Setup plane VAO
        glGenVertexArrays(1, &quadVAO);
        glGenBuffers(1, &quadVBO);
        glBindVertexArray(quadVAO);
        glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    }
    glBindVertexArray(quadVAO);;
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);
}
 

 

 

 

Any ideas?

 

thank you.

 


more code:

 

for (GLuint light = 0; lightCount < 4; ++light)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO[lightCount]);
            // 1. Render scene to depth cubemap
            glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
            shaderMultipassShadows.Use();
            glUniform1i(glGetUniformLocation(shaderMultipassShadows.Program, "depthMap"), 1);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap[light]);
            RenderQuad();
        }

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