十六、立方体贴图(天空盒)

第一部分 概念:

1) 引用

OpenGL ES 立方体贴图本质上还是纹理映射,是一种 3D 纹理映射。立方体贴图所使的纹理称为立方图纹理,它是由 6 个单独的 2D 纹理组成,每个 2D 纹理是立方图的一个面。

立方图纹理的采样通过一个 3D 向量(s, t, r)作为纹理坐标,这个 3D 向量只作为方向向量使用,OpenGL ES 获取方向向量触碰到立方图表面上的纹理像素作为采样结果。方向向量触碰到立方图表面对应的纹理位置作为采样点,要求立方图的中心必须位于原点。

立方图各个面的指定方法与 2D 纹理基本相同,且每个面必须为正方形(宽度和高度必须相同)。

2)应用

3D纹理跟2D纹理差不多,都是要先生成一个纹理,再绑定,只是2D的是绑定到GL_TEXTURE_2D,而3D的是绑定到**GL_TEXTURE_CUBE_MAP**

GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);

由于立方图包含 6 个纹理,每个面对应一个纹理,需要调用glTexImage2D函数 6 次,OpenGL ES 为立方图提供了 6 个不同的纹理目标,对应立方图的 6 个面,且 6 个纹理目标按顺序依次增 1。

glGenTextures(1, &m_TextureId);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_TextureId);
for (int i = 0; i < m_vcImage.size(); ++i)
{
//6个面的纹理是挨个+1
    glTexImage2D(
    GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
    GL_RGBA, m_vcImage[i].width, m_vcImage[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
    m_vcImage[i].data);
    LOGD("glTexImage2D %d",i);
}
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);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

片段着色器也需要修改,采样器变成了 samplerCube,并且纹理坐标变成了三维方向向量。

#version 300 es
precision mediump float;
in vec3 v_texCoord;
layout(location = 0) out vec4 outColor;
uniform samplerCube s_SkyBox;
void main()
{
    outColor = texture(s_SkyBox, v_texCoord);
}

第二部分 实践

天空盒内绘制一个立方体,并让立方体的表面反射它周围环境的属性

天空之盒的顶点着色器vSkyBox.vs

#version 300 es
precision mediump float;
layout(location = 0) in vec3 a_position;
uniform mat4 u_MVPMatrix;
out vec3 v_texCoord;
void main()
{
    gl_Position = u_MVPMatrix * vec4(a_position, 1.0);
    v_texCoord = a_position;
}

天空之盒的片段着色器fSkyBox.fs

#version 300 es
precision mediump float;
in vec3 v_texCoord;
layout(location = 0) out vec4 outColor;
uniform samplerCube s_SkyBox;//3D纹理为samplerCube类型
void main()
{
    outColor = texture(s_SkyBox, v_texCoord);
}

立方体的顶点着色器vCube.vs

#version 300 es
precision mediump float;
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
uniform mat4 u_MVPMatrix;
uniform mat4 u_ModelMatrix;
out vec3 v_texCoord;
out vec3 v_normal;
void main()
{
    gl_Position = u_MVPMatrix * vec4(a_position, 1.0);
    v_normal = mat3(transpose(inverse(u_ModelMatrix))) * a_normal;
    v_texCoord = vec3(u_ModelMatrix * vec4(a_position, 1.0));
}

立方体的片段着色器fCube.fs

#version 300 es
precision mediump float;
in vec3 v_texCoord;
in vec3 v_normal;
layout(location = 0) out vec4 outColor;
uniform samplerCube s_SkyBox;
uniform vec3 u_cameraPos;
void main()
{
    float ratio = 1.00 / 1.52;
    vec3 I = normalize(v_texCoord - u_cameraPos);
    //反射
    vec3 R = reflect(I, normalize(v_normal));
    //折射
    //vec3 R = refract(I, normalize(v_normal), ratio);
    outColor = texture(s_SkyBox, R);
}

Skybox.h文件

//
// Created by CreatWall_zhouwen on 2023/5/23.
//

#ifndef ELEVENSKYBOX_SKYBOX_H
#define ELEVENSKYBOX_SKYBOX_H
#include 
#include 
#include 
#include 
#include 
#include "Const.h"
#define MATH_PI 3.1415926535897932384626433832802
class Skybox {
public:
    Skybox(){
        m_SamplerLoc = GL_NONE;
        m_MVPMatLoc = GL_NONE;
        m_TextureId = GL_NONE;
        m_SkyBoxVaoId = GL_NONE;
        m_AngleX = 0;
        m_AngleY = 0;
        m_ScaleX = 1.0f;
        m_ScaleY = 1.0f;
        m_ModelMatrix = glm::mat4(0.0f);
    };
    ~Skybox(){};
    void CreateProgram(const char *ver, const char *frag,const char *curver, const char *curfrag);
    void Draw();
    static Skybox* GetInstance();
    static void DestroyInstance();
    void OnSurfaceChanged(int width, int height);
    void UpdateTransformMatrix(float rotateX, float rotateY, float scaleX, float scaleY);
    void UpdateMVPMatrix(glm::mat4 &mvpMatrix, int angleX, int angleY, float scale, float ratio);
    void getTexturedata(std::vector vcImagetemp);
private:
    GLuint m_TextureId;//纹理ID

    GLuint m_CubeProgramObj;//立方体工程
    GLuint m_ProgramObj;//天空盒工程
    GLuint m_VertexShader;
    GLuint m_FragmentShader;

    GLint m_SamplerLoc;//天空盒着色器中uinform变量
    GLint m_MVPMatLoc;

    GLint m_CubeSamplerLoc;//立方体着色器中uinform变量
    GLint m_CubeMVPMatLoc;
    GLint m_CubeModelMatLoc;
    GLint m_ViewPosLoc;

    GLuint m_CubeVaoId;
    GLuint m_CubeVboId;
    GLuint m_SkyBoxVaoId;
    GLuint m_SkyBoxVboId;

    std::vector m_vcImage;//存放纹理数据
    int srceenWidth, srceenHeight;//屏幕宽高

    glm::mat4 m_MVPMatrix;
    glm::mat4 m_ModelMatrix;

    int m_AngleX;
    int m_AngleY;

    float m_ScaleX;
    float m_ScaleY;
};



#endif //ELEVENSKYBOX_SKYBOX_H

Skybox.cpp文件

//
// Created by CreatWall_zhouwen on 2023/5/23.
//

#include "Skybox.h"
#include "Util.h"
#include "GLUtil.h"
#include 
Skybox* m_pContext = nullptr;
#define TAG "DRAWTEXTURE"
GLfloat cubeVertices[] = {
        //position           //normal
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

        -0.5f, -0.5f, 0.5f,   0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, 0.5f,   0.0f,  0.0f,  1.0f,
        0.5f,  0.5f, 0.5f,   0.0f,  0.0f,  1.0f,
        0.5f,  0.5f, 0.5f,   0.0f,  0.0f,  1.0f,
        -0.5f,  0.5f, 0.5f,   0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, 0.5f,   0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

        -0.5f, 0.5f, -0.5f,   0.0f,  1.0f,  0.0f,
        0.5f, 0.5f, -0.5f,   0.0f,  1.0f,  0.0f,
        0.5f, 0.5f,  0.5f,   0.0f,  1.0f,  0.0f,
        0.5f, 0.5f,  0.5f,   0.0f,  1.0f,  0.0f,
        -0.5f, 0.5f,  0.5f,   0.0f,  1.0f,  0.0f,
        -0.5f, 0.5f, -0.5f,   0.0f,  1.0f,  0.0f,
};

GLfloat skyboxVertices[] = {
        // Positions
        -2.0f,  2.0f, -2.0f,
        -2.0f, -2.0f, -2.0f,
        2.0f, -2.0f, -2.0f,
        2.0f, -2.0f, -2.0f,
        2.0f,  2.0f, -2.0f,
        -2.0f,  2.0f, -2.0f,

        -2.0f, -2.0f,  2.0f,
        -2.0f, -2.0f, -2.0f,
        -2.0f,  2.0f, -2.0f,
        -2.0f,  2.0f, -2.0f,
        -2.0f,  2.0f,  2.0f,
        -2.0f, -2.0f,  2.0f,

        2.0f, -2.0f, -2.0f,
        2.0f, -2.0f,  2.0f,
        2.0f,  2.0f,  2.0f,
        2.0f,  2.0f,  2.0f,
        2.0f,  2.0f, -2.0f,
        2.0f, -2.0f, -2.0f,

        -2.0f, -2.0f,  2.0f,
        -2.0f,  2.0f,  2.0f,
        2.0f,  2.0f,  2.0f,
        2.0f,  2.0f,  2.0f,
        2.0f, -2.0f,  2.0f,
        -2.0f, -2.0f,  2.0f,

        -2.0f,  2.0f, -2.0f,
        2.0f,  2.0f, -2.0f,
        2.0f,  2.0f,  2.0f,
        2.0f,  2.0f,  2.0f,
        -2.0f,  2.0f,  2.0f,
        -2.0f,  2.0f, -2.0f,

        -2.0f, -2.0f, -2.0f,
        -2.0f, -2.0f,  2.0f,
        2.0f, -2.0f, -2.0f,
        2.0f, -2.0f, -2.0f,
        -2.0f, -2.0f,  2.0f,
        2.0f, -2.0f,  2.0f
};

void Skybox::CreateProgram(const char *ver, const char *frag,const char *curver, const char *curfrag) {
    LOGD("CreateProgram Enter");
    m_ProgramObj = CreateGLProgram(ver, frag, m_VertexShader, m_FragmentShader);
    if (m_ProgramObj)
    {
        m_SamplerLoc = glGetUniformLocation(m_ProgramObj, "s_SkyBox");
        m_MVPMatLoc = glGetUniformLocation(m_ProgramObj, "u_MVPMatrix");
    }
    else
    {
        LOGD("SkyBoxSample::Init create m_ProgramObj fail");
        return;
    }
    m_CubeProgramObj = CreateGLProgram(curver, curfrag, m_VertexShader, m_FragmentShader);
    if (m_CubeProgramObj)
    {
        m_CubeSamplerLoc = glGetUniformLocation(m_CubeProgramObj, "s_SkyBox");
        m_CubeMVPMatLoc = glGetUniformLocation(m_CubeProgramObj, "u_MVPMatrix");
        m_CubeModelMatLoc = glGetUniformLocation(m_CubeProgramObj, "u_ModelMatrix");
        m_ViewPosLoc = glGetUniformLocation(m_CubeProgramObj, "u_cameraPos");
    }
    else
    {
        LOGD("SkyBoxSample::Init create m_CubeProgramObj fail");
        return;
    }
    LOGD("CreateProgram Leave");

    //创建天空盒的VBO 以及绑定VAO
    glGenBuffers(1, &m_SkyBoxVboId);
    glBindBuffer(GL_ARRAY_BUFFER, m_SkyBoxVboId);
    glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), skyboxVertices, GL_STATIC_DRAW);
    glGenVertexArrays(1, &m_SkyBoxVaoId);//创建VAO
    glBindVertexArray(m_SkyBoxVaoId);
    glBindBuffer(GL_ARRAY_BUFFER, m_SkyBoxVboId);//绑定VBO
    glEnableVertexAttribArray(0);//绑定VBO数据
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *) 0);
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindVertexArray(GL_NONE);

    //创建立方体的VBO 以及绑定VAO
    glGenBuffers(1, &m_CubeVboId);
    glBindBuffer(GL_ARRAY_BUFFER, m_CubeVboId);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
    glGenVertexArrays(1, &m_CubeVaoId);//创建VAO
    glBindVertexArray(m_CubeVaoId);
    glBindBuffer(GL_ARRAY_BUFFER, m_CubeVboId);//绑定VBO
    glEnableVertexAttribArray(0);//属性O的数据
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (const void *) 0);
    glEnableVertexAttribArray(1);//属性1的数据 对应顶点着色器的location 1
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindVertexArray(GL_NONE);
}

void Skybox::Draw() {
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    glClearColor(0.2f, 0.9f, 0.3f, 1.0f);
    glEnable(GL_DEPTH_TEST);

    UpdateMVPMatrix(m_MVPMatrix, m_AngleX, m_AngleY, 1.0, (float) srceenWidth / srceenHeight);

    if (!m_TextureId)
    {
        //create RGBA texture
        glGenTextures(1, &m_TextureId);
        glBindTexture(GL_TEXTURE_CUBE_MAP, m_TextureId);//绑定立体纹理

        for (int i = 0; i < m_vcImage.size(); ++i)
        {
            //6个面的纹理是挨个+1
            glTexImage2D(
                    GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
                    GL_RGBA, m_vcImage[i].width, m_vcImage[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                    m_vcImage[i].data);
            LOGD("glTexImage2D %d",i);
        }
        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);
        glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
        LOGD("sizeof(m_vcImage) / sizeof(ImageTyep) = %d ", sizeof(m_vcImage) / sizeof(ImageTyep));
    }
    //画天空盒
    glUseProgram(m_ProgramObj);
    glBindVertexArray(m_SkyBoxVaoId);
    glUniformMatrix4fv(m_MVPMatLoc, 1, GL_FALSE, &m_MVPMatrix[0][0]);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_CUBE_MAP, m_TextureId);
    glUniform1i(m_SamplerLoc, 0);
    glDrawArrays(GL_TRIANGLES, 0, 36);

    //画立方体
    UpdateMVPMatrix(m_MVPMatrix, m_AngleX, m_AngleY, 0.4f, (float) srceenWidth / srceenHeight);
    glUseProgram(m_CubeProgramObj);
    glBindVertexArray(m_CubeVaoId);
    glUniformMatrix4fv(m_CubeMVPMatLoc, 1, GL_FALSE, &m_MVPMatrix[0][0]);
    glUniformMatrix4fv(m_CubeModelMatLoc, 1, GL_FALSE, &m_ModelMatrix[0][0]);
    glUniform3f(m_ViewPosLoc,  0.0f, 0.0f, 1.8f);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_CUBE_MAP, m_TextureId);
    glUniform1i(m_CubeSamplerLoc, 0);
    glDrawArrays(GL_TRIANGLES, 0, 36);

}

Skybox *Skybox::GetInstance() {
    if (m_pContext == nullptr)
    {
        m_pContext = new Skybox();
    }
    return m_pContext;
}

void Skybox::DestroyInstance() {
    if (m_pContext)
    {
        delete m_pContext;
        m_pContext = nullptr;
    }
}

void Skybox::OnSurfaceChanged(int width, int height) {
    glViewport(0, 0, width, height);
    srceenWidth = width;
    srceenHeight = height;
    LOGD("OnSurfaceChanged Srceenwidth = %d, Srceenheight = %d, ratio = %f", width,height);
}

void Skybox::UpdateTransformMatrix(float rotateX, float rotateY, float scaleX, float scaleY) {
    m_AngleX = static_cast(rotateX);
    m_AngleY = static_cast(rotateY);
    m_ScaleX = scaleX;
    m_ScaleY = scaleY;
}

void Skybox::UpdateMVPMatrix(glm::mat4 &mvpMatrix, int angleX, int angleY, float scale, float ratio) {
    LOGD("SkyBoxSample::UpdateMVPMatrix angleX = %d, angleY = %d, ratio = %f", angleX,
            angleY, ratio);
    angleX = angleX % 360;
    angleY = angleY % 360;

    //转化为弧度角
    float radiansX = static_cast(MATH_PI / 180.0f * angleX);
    float radiansY = static_cast(MATH_PI / 180.0f * angleY);


    // Projection matrix
    //glm::mat4 Projection = glm::ortho(-ratio, ratio, -1.0f, 1.0f, 0.0f, 100.0f);
    //glm::mat4 Projection = glm::frustum(-ratio, ratio, -1.0f, 1.0f, 4.0f, 100.0f);
    glm::mat4 Projection = glm::perspective(45.0f, ratio, 0.1f, 100.f);

    // View matrix
    glm::mat4 View = glm::lookAt(
            glm::vec3(0, 0, 1.8), // Camera is at (0,0,1), in World Space
            glm::vec3(0, 0, -1), // and looks at the origin
            glm::vec3(0, 1, 0)  // Head is up (set to 0,-1,0 to look upside-down)
    );

    // Model matrix
    glm::mat4 Model = glm::mat4(1.0f);
    Model = glm::scale(Model, glm::vec3(scale, scale, scale));
    Model = glm::rotate(Model, radiansX, glm::vec3(1.0f, 0.0f, 0.0f));
    Model = glm::rotate(Model, radiansY, glm::vec3(0.0f, 1.0f, 0.0f));
    Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 0.0f));

    m_ModelMatrix = Model;

    mvpMatrix = Projection * View * Model;
}

void Skybox::getTexturedata(std::vector vcImagetemp) {
    m_vcImage = vcImagetemp;
}

十六、立方体贴图(天空盒)_第1张图片

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