我正在尝试映射看起来像this
的天空盒纹理我正在创建一个使用GL_TRIANGLES绘制的3d立方体,并且顶点有8个顶点和8个颜色。如果需要,我可以发布代码。
bool Skybox::onInitialize()
{
myRadius = 100;
setPosition(Vector3(0.0f, 2.0f, 0.0f));
//Initialize color matrix
myColors.push_back(Color(1.0f, 0.0f, 0.0f, 1.0f));
myColors.push_back(Color(1.0f, 1.0f, 0.0f, 1.0f));
myColors.push_back(Color(1.0f, 0.5f, 0.0f, 1.0f));
myColors.push_back(Color(0.5f, 0.5f, 0.5f, 1.0f));
myColors.push_back(Color(1.0f, 0.0f, 0.0f, 1.0f));
myColors.push_back(Color(1.0f, 1.0f, 0.0f, 1.0f));
myColors.push_back(Color(1.0f, 0.5f, 0.0f, 1.0f));
myColors.push_back(Color(0.5f, 0.5f, 0.5f, 1.0f));
//Position the key points of the cube
myVertices.push_back(Vertex(-myRadius, -myRadius, myRadius));//0
myVertices.push_back(Vertex(-myRadius, -myRadius, -myRadius));//1
myVertices.push_back(Vertex(myRadius, -myRadius, -myRadius));//2
myVertices.push_back(Vertex(myRadius, -myRadius, myRadius));//3
myVertices.push_back(Vertex(-myRadius, myRadius, myRadius));//4
myVertices.push_back(Vertex(-myRadius, myRadius, -myRadius));//5
myVertices.push_back(Vertex( myRadius, myRadius, -myRadius));//6
myVertices.push_back(Vertex( myRadius, myRadius, myRadius));//7
//Push back the indices that make up the triangles for each face.
//Bottom
myIndices.push_back(3);
myIndices.push_back(2);
myIndices.push_back(0);
myIndices.push_back(2);
myIndices.push_back(1);
myIndices.push_back(0);
//Top
myIndices.push_back(4);
myIndices.push_back(6);
myIndices.push_back(7);
myIndices.push_back(4);
myIndices.push_back(5);
myIndices.push_back(6);
//Front
myIndices.push_back(1);
myIndices.push_back(4);
myIndices.push_back(0);
myIndices.push_back(1);
myIndices.push_back(5);
myIndices.push_back(4);
//Back
myIndices.push_back(3);
myIndices.push_back(6);
myIndices.push_back(2);
myIndices.push_back(3);
myIndices.push_back(7);
myIndices.push_back(6);
//Side
myIndices.push_back(5);
myIndices.push_back(1);
myIndices.push_back(6);
myIndices.push_back(1);
myIndices.push_back(2);
myIndices.push_back(6);
//Side
myIndices.push_back(4);
myIndices.push_back(7);
myIndices.push_back(0);
myIndices.push_back(7);
myIndices.push_back(3);
myIndices.push_back(0);
////Generate Texture Coordinates
//Bottom
myTexCoords.push_back(TexCoord(0.25, 0));
myTexCoords.push_back(TexCoord(0.25, 0.375));
myTexCoords.push_back(TexCoord(0.5, 0.375));
myTexCoords.push_back(TexCoord(0.5, 0));
//Top
myTexCoords.push_back(TexCoord(0.25, 1));
myTexCoords.push_back(TexCoord(0.25, 0.625));
myTexCoords.push_back(TexCoord(0.5, 0.625));
myTexCoords.push_back(TexCoord(0.5, 1));
////Left
//myTexCoords.push_back(TexCoord(0, 0.625));
//myTexCoords.push_back(TexCoord(0.25, 0.625));
//myTexCoords.push_back(TexCoord(0.25, 0.375));
//myTexCoords.push_back(TexCoord(0, 0.375));
////Right
//myTexCoords.push_back(TexCoord(0.5, 0.625));
//myTexCoords.push_back(TexCoord(0.75, 0.625));
//myTexCoords.push_back(TexCoord(0.75, 0.375));
//myTexCoords.push_back(TexCoord(0.5, 0.375));
////Back
//myTexCoords.push_back(TexCoord(0.75, 0.625));
//myTexCoords.push_back(TexCoord(1.0, 0.625));
//myTexCoords.push_back(TexCoord(1.0, 0.375));
//myTexCoords.push_back(TexCoord(0.75, 0.375));
const string vertexShader = (GLSLProgram::glsl130Supported()) ? VERTEX_SHADER_130 : VERTEX_SHADER_120;
const string fragmentShader = (GLSLProgram::glsl130Supported()) ? FRAGMENT_SHADER_130 : FRAGMENT_SHADER_120;
if (!myTexture.load(SKY_TEXTURE))
{
std::cerr << "Could not load the particle texture" << std::endl;
return false;
}
glGenTextures(1, &myTexID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, myTexID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexture.getWidth(),
myTexture.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
myTexture.getImageData());
m_shaderProgram = std::auto_ptr<GLSLProgram>(new GLSLProgram(vertexShader, fragmentShader));
if (!m_shaderProgram->initialize())
{
std::cerr << "Could not load the skybox shaders" << std::endl;
return false;
}
m_shaderProgram->bindAttrib(0, "a_Vertex");
m_shaderProgram->bindAttrib(1, "a_Color");
m_shaderProgram->bindAttrib(2, "a_TexCoord0");
m_shaderProgram->linkProgram();
//m_shaderProgram->sendUniform("texture0", 0);
glGenBuffers(1, &myVertexBuffer); //Generate a buffer for the vertices
glBindBuffer(GL_ARRAY_BUFFER, myVertexBuffer); //Bind the vertex buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * myVertices.size(), &myVertices[0], GL_STATIC_DRAW); //Send the data to OpenGL
glGenBuffers(1, &myColorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, myColorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Color) * myColors.size(), &myColors[0], GL_STATIC_DRAW); //Send the data to OpenGL
glGenBuffers(1, &myTexCoordBuffer);
glBindBuffer(GL_ARRAY_BUFFER, myTexCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(TexCoord) * myTexCoords.size(), &myTexCoords[0], GL_STATIC_DRAW); //Send the data to OpenGL
glGenBuffers(1, &myIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myIndexBuffer); //Bind the vertex buffer
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * myIndices.size(), &myIndices[0], GL_STATIC_DRAW); //Send the data to OpenGL
return true;
}