【问题标题】:HOWTO create OpenGL ES 2.0 SkyBox?如何创建 OpenGL ES 2.0 SkyBox?
【发布时间】:2011-03-25 20:53:24
【问题描述】:

你能给我提示一下 OpenGL ES 2.0 中任何好的 SkyBox 示例吗?我只找到了 OpenGL,对我不起作用。 我这样做是这样的: 初始化:

glUseProgram(m_programSkyBox.Program);
glGenBuffers(1, &skyBoxVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, skyBoxVertexBuffer);


float vertices[24] = {  
    -1.0, -1.0,  1.0,
    1.0, -1.0,  1.0,
    -1.0,  1.0,  1.0,
    1.0,  1.0,  1.0,
    -1.0, -1.0, -1.0,
    1.0, -1.0, -1.0,
    -1.0,  1.0, -1.0,
    1.0,  1.0, -1.0,
};

glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glGenBuffers(1, &skyBoxIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyBoxIndexBuffer);


GLubyte indices[14] = {0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

绘制天空盒:

glClearColor(0.5f, 0.5f, 0.5f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(m_programSkyBox.Program);

glDisable(GL_DEPTH_TEST);   // skybox should be drawn behind anything else
glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures.Cubemap);


glBindBuffer(GL_ARRAY_BUFFER, skyBoxVertexBuffer);
glVertexAttribPointer(m_programSkyBox.Attributes.Position, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(m_programSkyBox.Attributes.Position);
glBindBuffer(GL_ARRAY_BUFFER, 0);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyBoxIndexBuffer);
glDrawElements(GL_TRIANGLE_STRIP, 14, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);

纹理加载正常。着色器已正确编译,如下所示: 顶点着色器:

attribute vec4 position;
varying mediump vec3 texCoord;
void main() {
   texCoord.xyz = position.xyz;
}

片段着色器:

uniform samplerCube Sampler;

varying mediump vec3 texCoord;

 void main() {
     mediump vec3 cube = vec3(textureCube(Sampler, texCoord.xyz));
     gl_FragColor = vec4(cube, 1.0);
 }

但我看不到立方体。我做错什么了吗? 谢谢

【问题讨论】:

    标签: map textures shader cube opengl-es-2.0


    【解决方案1】:

    我的错,我发现了问题。我没有在顶点着色器中“创建”顶点。它应该是这样的:

    uniform mat4 modelViewMatrix;
      uniform mat4 projectionMatrix;
    
        attribute vec4 position;
        varying mediump vec4 texCoord;
        void main() {
            texCoord = position;
            gl_Position = projectionMatrix * modelViewMatrix * position;
    
        }
    

    【讨论】:

    • 坏死。你会碰巧有创建 GL_TEXTURE_CUBE_MAP 纹理的来源吗?
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