如何创建 OpenGL ES 2.0 SkyBox?
您能给我提示 OpenGL ES 2.0 中任何好的 SkyBox 示例吗?我发现只有 OpenGL 并且不适合我。 我这样做: 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);
纹理加载正在工作。 Shader 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);
}
但我无法让立方体可见。我做错了什么吗? 谢谢
Can you give me hint to any good SkyBox example in OpenGL ES 2.0? I have found only OpenGL and does not work for me.
I am doing it this way:
Initialization:
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);
Drawing the skybox:
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);
Texture loading is working. Shader is correctly compiled and looks like this:
Vertex shader:
attribute vec4 position;
varying mediump vec3 texCoord;
void main() {
texCoord.xyz = position.xyz;
}
Fragment shader:
uniform samplerCube Sampler;
varying mediump vec3 texCoord;
void main() {
mediump vec3 cube = vec3(textureCube(Sampler, texCoord.xyz));
gl_FragColor = vec4(cube, 1.0);
}
But I cant get cube visible. Am I doing anything wrong?
Thank you
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我的错,我已经发现问题了。我没有在顶点着色器中“创建”顶点。它应该看起来像这样:
My fault, I have found the problem. I have not "create" vertex in vertex shader. It should looks this way: