I'm working with Qt 4.8
and its OpenGL
module, with the fixed pipeline and I have a sphere that was cubemapped, with the tex coords for each cube face auto-generated by OpenGL
via glTexGenf
(R, S and T coordinates).
glEnableClientState(GL_NORMAL_ARRAY);
const GLenum textgt = GL_TEXTURE_CUBE_MAP;
const GLfloat param = GL_REFLECTION_MAP;
glTexGenf( GL_S, GL_TEXTURE_GEN_MODE, param );
GLenum error = glGetError();
if(GL_NO_ERROR != error) { ... }
glTexGenf( GL_T, GL_TEXTURE_GEN_MODE, param );
error = glGetError();
if(GL_NO_ERROR != error) { ... }
glTexGenf( GL_R, GL_TEXTURE_GEN_MODE, param );
error = glGetError();
if(GL_NO_ERROR != error) { ... }
glEnable( GL_TEXTURE_GEN_S );
glEnable( GL_TEXTURE_GEN_T );
glEnable( GL_TEXTURE_GEN_R );
When clicking in the scene, I'm retrieving the vertex coordinates under the mouse cursor via glReadPixels
and gluUnProject
.
What I'm looking for now is a way to retrieve the texture coordinate
associated to that position. I didn't find anything regarding this topic, so I was wondering if there was a way to achieve this.
After searching through the OpenGL
specs, I found in the version 1.3
the formula used to compute the texel for a given vertex [Chapter 2, Section 10, Part 4 - Generating Texture Coordinates].
Starting with an unit vector u
that goes from the origin to the vertex in eye coordinates and having n
as the normal for that vertex in eye coordinates, we first need to calculate the reflection vector, r
:
r = u - 2nT(nu)
Then, the S
, T
and R
coordinates we're looking for will be
rx, ry, rzrespectively.
Also, there's a web that "translates" the formula to pseudocode. I'll post here the relevant part for GL_REFLECTION_MAP
, in case the page is unavaliable:
for(i=0; i<total; i++)
{
myEyeVertex = MatrixTimesVector(ModelviewMatrix, myVertex[i]);
myEyeVertex = Normalize(myEyeVertex);
myEyeNormal = VectorTimesMatrix(myNormal[i], InverseModelviewMatrix);
dotResult = 2.0 * dot3D(myEyeVertex, myEyeNormal);
//I am emphasizing that we write to s and t and r. Used to sample a cubemap.
myTexCoord[i].s = myEyeVertex.x - myEyeNormal.x * dotResult;
myTexCoord[i].t = myEyeVertex.y - myEyeNormal.y * dotResult;
myTexCoord[i].r = myEyeVertex.z - myEyeNormal.z * dotResult;
}