创建立方体贴图
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
unsigned char *data;
for(unsigned int i = 0; i < textures_faces.size(); i++)
{
data = stbi_load(textures_faces[i].c_str(), &width, &height, &nrChannels, 0);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
);
}
绑定六个面
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
同样的设置
总结
unsigned int loadCubemap(vector<std::string> faces)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
不过片段着色器就有所不同
in vec3 textureDir; // 代表3D纹理坐标的方向向量
uniform samplerCube cubemap; // 立方体贴图的纹理采样器
void main()
{
FragColor = texture(cubemap, textureDir);
}
示例:
加载天空盒子
在有之前那个函数的情况下
shader省略
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
先创建VAO。VBO绑定
unsigned int skyboxVAO, skyboxVBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
然后加载纹理
vector<std::string> faces
{
"right.jpg",
"left.jpg",
"top.jpg",
"bottom.jpg",
"front.jpg",
"back.jpg"
};
unsigned int cubemapTexture = loadCubemap(faces);
创建纹理,别忘了setInt
skyboxShader.use();
skyboxShader.setInt("skybox", 0);
然后设置深度测试模式,设置参数,设置纹理,开始绘制,设回纹理
lDepthFunc(GL_LEQUAL);
skyboxShader.use();
skyboxShader.setMat4("projection", projection);
skyboxShader.setMat4("view", glm::mat4(glm::mat3(camera.GetViewMatrix())));
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glDepthFunc(GL_LESS);
OVER
顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
TexCoords = aPos;
vec4 pos = projection * view * vec4(aPos,1.0);//常规操作
gl_Position = pos.xyww;//Z项设为深度为1
}
片段着色器
#version 330 core
out vec4 FragColor;
in vec3 TexCoords;
uniform samplerCube skybox;
void main()
{
FragColor = texture(skybox, TexCoords);//TexCoords是位置
}