立方体纹理是一种特殊的纹理技术,它用6幅二维纹理图像构成一个以原点为中心的纹理立方体。对于每个片段,纹理坐标(s, t, r)被当作方向向量看待,每个纹理单元都表示从原点所看到的纹理立方体上的图像。
一个典型的立方环境贴图如下:
图1
其中,前、后、左、右、上、下为环境图的各个方位截图。X, Y, Z为设置OpenGL中设置Cubemap贴图的方位。
里面有点奇怪,是为什么上和下的方向是反的?那个因为OpenGL最开始支持贴图的方式是倒过来的,也就是
图2
为了使得前图能够正向,因此我们对图2进行旋转,从而得到图1。
下面是实例代码:
main.cpp //里面有采用自己写一个TexutreManager类来解析.png图片,这里不贴这个类的代码了。
#pragma comment(lib, "glew32.lib")
#include <GL/glew.h>
#include "textfile.h"
#include <GL/glut.h>
#include <iostream>
#include "TextureManager.h"
using namespace std;
GLuint vShader, fShader; //顶点着色器对象
TextureManager gTM;
GLuint textureID;
GLuint programHandle;
float rotateAngle = 0.0f;
float rotateStep = 0.03f;
float positionData[] =
{
-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
};
unsigned int indexData[] = {
0, 1, 2, 3,
6, 7, 4, 5,
1, 3, 5, 7,
0, 2, 4, 6,
3, 5, 4, 2,
1, 7, 6, 0
};
void initCubeMap()
{
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
/*
GLBITMAP* pos_x_img = gTM.GetTextureData("img/NEG_X.jpg");
GLBITMAP* neg_x_img = gTM.GetTextureData("img/POS_X.jpg");
GLBITMAP* pos_y_img = gTM.GetTextureData("img/NEG_Y.jpg");
GLBITMAP* neg_y_img = gTM.GetTextureData("img/POS_Y.jpg");
GLBITMAP* pos_z_img = gTM.GetTextureData("img/POS_Z.jpg");
GLBITMAP* neg_z_img = gTM.GetTextureData("img/NEG_Z.jpg");
*/
GLBITMAP* pos_x_img = gTM.GetTextureData("img1/right.jpg");
GLBITMAP* neg_x_img = gTM.GetTextureData("img1/left.jpg");
GLBITMAP* pos_y_img = gTM.GetTextureData("img1/bottom.jpg");
GLBITMAP* neg_y_img = gTM.GetTextureData("img1/top.jpg");
GLBITMAP* pos_z_img = gTM.GetTextureData("img1/front.jpg");
GLBITMAP* neg_z_img = gTM.GetTextureData("img1/back.jpg");
if (pos_x_img == NULL
|| neg_x_img == NULL
|| pos_y_img == NULL
|| neg_y_img == NULL
|| pos_z_img == NULL
|| neg_z_img == NULL)
{
cerr << "Error: Loading images for the cube map" << endl;
exit(-1);
}
glEnable(GL_TEXTURE_CUBE_MAP);
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, pos_x_img->rgb_mode, pos_x_img->w, pos_x_img->h, 0, pos_x_img->rgb_mode, GL_UNSIGNED_BYTE, pos_x_img->buf);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, neg_x_img->rgb_mode, neg_x_img->w, neg_x_img->h, 0, neg_x_img->rgb_mode, GL_UNSIGNED_BYTE, neg_x_img->buf);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, pos_y_img->rgb_mode, pos_y_img->w, pos_y_img->h, 0, pos_y_img->rgb_mode, GL_UNSIGNED_BYTE, pos_y_img->buf);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, neg_y_img->rgb_mode, neg_y_img->w, neg_y_img->h, 0, neg_y_img->rgb_mode, GL_UNSIGNED_BYTE, neg_y_img->buf);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, pos_z_img->rgb_mode, pos_z_img->w, pos_z_img->h, 0, pos_z_img->rgb_mode, GL_UNSIGNED_BYTE, pos_z_img->buf);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, neg_z_img->rgb_mode, neg_z_img->w, neg_z_img->h, 0, neg_z_img->rgb_mode, GL_UNSIGNED_BYTE, neg_z_img->buf);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
void initShader(const char* VShaderFile, const char* FShaderFile)
{
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* vendor = glGetString(GL_VENDOR);
const GLubyte* version = glGetString(GL_VERSION);
const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION);
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
cout << "GL Vendor: " << vendor << endl;
cout << "GL Renderer: " << renderer << endl;
cout << "GL Version(string): " << version << endl;
cout << "GL Version (integer): " << major << "." << minor << endl;
cout << "GLSL Version: " << glslVersion << endl;
vShader = glCreateShader(GL_VERTEX_SHADER);
if (0 == vShader)
{
cerr << "ERROR: Create vertex shader failed" << endl;
exit(1);
}
const GLchar* vShaderCode = textFileRead(VShaderFile);
cout << "vShaderCode: " << vShaderCode << endl;
const GLchar* vCodeArray[1] = {vShaderCode};
glShaderSource(vShader, 1, vCodeArray, NULL);
glCompileShader(vShader);
GLint compileResult;
glGetShaderiv(vShader, GL_COMPILE_STATUS, &compileResult);
if (GL_FALSE == compileResult)
{
GLint logLen;
glGetShaderiv(vShader, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char* log = (char*)malloc(logLen);
GLsizei written;
glGetShaderInfoLog(vShader, logLen, &written, log);
cerr << "vertex shader compile log: " << endl;
cerr << log << endl;
free(log);
}
}
fShader = glCreateShader(GL_FRAGMENT_SHADER);
if (0 == fShader)
{
cerr << "ERROR: Create fragment shader failed" << endl;
exit(1);
}
const GLchar* fShaderCode = textFileRead(FShaderFile);
cout << "fShaderCode: " << fShaderCode << endl;
const GLchar* fCodeArray[1] = {fShaderCode};
glShaderSource(fShader, 1, fCodeArray, NULL);
glCompileShader(fShader);
glGetShaderiv(fShader, GL_COMPILE_STATUS, &compileResult);
if (GL_FALSE == compileResult)
{
GLint logLen;
glGetShaderiv(fShader, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char* log = (char*)malloc(logLen);
GLsizei written;
glGetShaderInfoLog(fShader, logLen, &written, log);
cerr << "fragment shader compile log: " << endl;
cerr << log << endl;
free(log);
}
}
programHandle = glCreateProgram();
if (!programHandle)
{
cerr << "Error: create program fialed" << endl;
exit(1);
}
glAttachShader(programHandle, vShader);
glAttachShader(programHandle, fShader);
glBindAttribLocation(programHandle, 0, "VertexPosition");
glBindAttribLocation(programHandle, 1, "VertexColor");
glLinkProgram(programHandle);
GLint linkStatus;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkStatus);
if (GL_FALSE == linkStatus)
{
cerr << "ERROR: link shader program failed" << endl;
GLint logLen;
glGetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char* log = (char*)malloc(logLen);
GLsizei written;
glGetProgramInfoLog(programHandle, logLen, &written, log);
cerr << "Program log: " << endl;
cerr << log << endl;
}
}
else
{
glUseProgram(programHandle);
}
}
void init()
{
GLenum err = glewInit();
if (GLEW_OK != err)
{
cout << "Error initializing GLEW: " << glewGetErrorString(err) << endl;
}
initShader("basic.vert", "basic.frag");
initCubeMap();
}
void resize(int width, int height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.0f, 0.0f, -3.0f);
//glRotatef(-180, 0.0, 0.0, 1.0);
}
void setUniforms()
{
int textureLoc = glGetUniformLocation(programHandle, "cubemap1");
glUniform1i(textureLoc, 0);
int eyeposLoc = glGetUniformLocation(programHandle, "eyepos");
glUniform3f(eyeposLoc, 0, 0.0, 1.0f);
}
void display()
{
setUniforms();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glRotatef(rotateAngle, 0, 1, 0);
glEnable(GL_TEXTURE_CUBE_MAP);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
//glutSolidTeapot(1.0);
glutSolidSphere(1.0, 60, 60);
//glutSolidCube(1.0);
/*
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3*sizeof(GL_FLOAT), positionData);
glEnableClientState(GL_INDEX_ARRAY);
glVertexPointer(1, GL_INT, sizeof(GL_INT), indexData);
glDrawArrays(GL_QUADS, 0, 8);
*/
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
glDeleteShader(vShader);
glUseProgram(0);
break;
}
}
void onTimer(int value)
{
rotateAngle = rotateAngle + rotateStep;
if (rotateAngle >= 360)
{
rotateAngle = 0;
}
display();
glutTimerFunc(100, onTimer, 0);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GL_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow("GLSL Test: Draw a triangle");
init();
glutDisplayFunc(display);
glutTimerFunc(100, onTimer, 0);
glutKeyboardFunc(keyboard);
glutReshapeFunc(resize);
glutMainLoop();
return 0;
}
vert文件
uniform vec4 eyepos;
varying vec3 reflectvec;
void main(void)
{
//vec4 pos = normalize(gl_ModelViewMatrix * gl_Vertex);
//pos = pos / pos.w;
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
vec3 eyevec = normalize(eyepos.xyz - pos.xyz);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
reflectvec = reflect(-eyevec, norm);
gl_Position = ftransform();
}
frag文件
uniform samplerCube cubemap1;
varying vec3 reflectvec;
void main(void)
{
vec4 texcolor = textureCube(cubemap1, reflectvec.stp);
gl_FragColor = texcolor;
}
运行效果:
各个纹理
front
back
left
right
top
bottom
转载自原文链接, 如需删除请联系管理员。
原文链接:立方体环境贴图(Cube Mapping)之OpenGL原理,转载请注明来源!