美文网首页
球体世界

球体世界

作者: 君幸食j | 来源:发表于2020-08-28 18:57 被阅读0次

    为球体贴上纹理以及实现镜面效果,代码如下:

    #include "GLTools.h"
    #include "GLFrame.h"
    #include "GLFrustum.h"
    #include "GLMatrixStack.h"
    #include "GLGeometryTransform.h"
    #include "StopWatch.h"
    
    #ifdef __APPLE__
    #include <glut/glut.h>
    #else
    #define FREEGLUT_STATIC
    #include <GL/glut.h>
    #endif
    
    
    GLShaderManager shaderManager; //着色器管理器
    GLFrustum viewFrustum; //视景体
    GLMatrixStack modelViewMatrix; //模型视图矩阵
    GLMatrixStack projectionMatrix; //投影矩阵
    GLGeometryTransform transformPipeline; //几何图形变换管道
    GLFrame cameraFrame; //角色帧 照相机角色帧(全局照相机实例)
    
    GLTriangleBatch torusBatch; //大球批处理
    GLTriangleBatch sphereBatch; //小球批处理
    GLBatch floorBatch; //地板批处理
    
    #define NUM_SPHERES 50
    GLFrame spheres[NUM_SPHERES];
    
    //纹理标记数组
    GLuint uiTextures[3];
    
    
    
    bool LoadTGATexture(const char * szFileName, GLenum minFilter, GLenum maxFilter, GLenum wrapMode)
    {
        GLbyte * pBits;
        int nWidth, nHeight, nComponents;
        GLenum eFormat;
        
        pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
        if (pBits == NULL)
        {
            return false;
        }
        
        //设置纹理参数
        //参数1:纹理维度
        //参数2:为S/T坐标设置模式
        //参数3:wrapMode,环绕模式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
        
        //参数1:纹理维度
        //参数2:放大缩小过滤器
        //参数3:过滤器模式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter);
        
        //3.载入纹理
        //参数1:纹理维度
        //参数2:mip贴图层次
        //参数3:纹理单元存储的颜色成分(从读取像素图是获得)-将内部参数nComponents改为了通用压缩纹理格式GL_COMPRESSED_RGB
        //参数4:加载纹理宽
        //参数5:加载纹理高
        //参数6:加载纹理的深度
        //参数7:像素数据的数据类型(GL_UNSIGNED_BYTE,每个颜色分量都是一个8位无符号整数)
        //参数8:指向纹理图像数据的指针
        glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
        
        //使用完毕释放pBits
        free(pBits);
        
        //只有minFilter 等于以下四种模式,才可以生成Mip贴图
        //GL_NEAREST_MIPMAP_NEAREST具有非常好的性能,并且闪烁现象非常弱
        //GL_LINEAR_MIPMAP_NEAREST常常用于对游戏进行加速,它使用了高质量的线性过滤器
        //GL_LINEAR_MIPMAP_LINEAR 和GL_NEAREST_MIPMAP_LINEAR 过滤器在Mip层之间执行了一些额外的插值,以消除他们之间的过滤痕迹。
        //GL_LINEAR_MIPMAP_LINEAR 三线性Mip贴图。纹理过滤的黄金准则,具有最高的精度。
        if(minFilter == GL_LINEAR_MIPMAP_LINEAR ||
           minFilter == GL_LINEAR_MIPMAP_NEAREST ||
           minFilter == GL_NEAREST_MIPMAP_LINEAR ||
           minFilter == GL_NEAREST_MIPMAP_NEAREST)
        {
             
            //4.加载Mip,纹理生成所有的Mip层
            //参数:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
            glGenerateMipmap(GL_TEXTURE_2D);
        }
        
        return true;
    }
    
    
    //屏幕更改大小或已初始化
    void ChangeSize(int width, int height)
    {
        //设置视口
        glViewport(0, 0, width, height);
        
        //设置投影方式
        viewFrustum.SetPerspective(35.0f, float(width)/float(height), 1.0f, 100.0f);
        
        //将投影矩阵加载到投影矩阵堆栈
        projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
        modelViewMatrix.LoadIdentity();
        
        //将投影矩阵堆栈和模型视图矩阵对象设置到管道中
        transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
    }
    
    void drawSomething(GLfloat yRot)
    {
        //定义光源位置&漫反射颜色
        static GLfloat vWhite[] = {1.0f, 1.0f, 1.0f, 1.0f};
        static GLfloat vLightPos[] = {0.0f, 3.0f, 0.0f, 1.0f};
        
        //绘制悬浮小球
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        for (int i = 0; i < NUM_SPHERES; i++)
        {
            modelViewMatrix.PushMatrix();
            modelViewMatrix.MultMatrix(spheres[i]);
            shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                         modelViewMatrix.GetMatrix(),
                                         transformPipeline.GetProjectionMatrix(),
                                         vLightPos,
                                         vWhite,
                                         0);
            sphereBatch.Draw();
            modelViewMatrix.PopMatrix();
        }
        
        //绘制大球
        modelViewMatrix.Translate(0.0f, 0.2f, -2.5f);
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                            modelViewMatrix.GetMatrix(),
                                            transformPipeline.GetProjectionMatrix(),
                                            vLightPos,
                                            vWhite,
                                            0);
        torusBatch.Draw();
        modelViewMatrix.PopMatrix();
        
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
        modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                               modelViewMatrix.GetMatrix(),
                                               transformPipeline.GetProjectionMatrix(),
                                               vLightPos,
                                               vWhite,
                                               0);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
    }
    
    
    
    void RenderScene()
    {
        //地板颜色值
        static GLfloat vFloorColor[] = {1.0f, 1.0f, 0.0f, 0.75f};
        
        //基于时间动画
        static CStopWatch rotTimer;
        float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
        
        //清除颜色缓存区和深度缓冲区
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        
        //压入栈(栈顶)
        modelViewMatrix.PushMatrix();
        
        //设置观察者矩阵
        M3DMatrix44f mCamera;
        cameraFrame.GetCameraMatrix(mCamera);
        modelViewMatrix.MultMatrix(mCamera);
        
        //压栈(镜面)
        modelViewMatrix.PushMatrix();
        
        //添加反光效果
        //翻转Y轴
        modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
        //镜面世界围绕Y轴平移一定间距
        modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
        
        //指定顺时针为正面
        glFrontFace(GL_CW);
        
        //绘制地面以外其他部分(镜面)
        drawSomething(yRot);
        
        //恢复为逆时针为正面
        glFrontFace(GL_CCW);
        
        //绘制镜面,恢复矩阵
        modelViewMatrix.PopMatrix();
        
        //开启混合功能(绘制地板)
        glEnable(GL_BLEND);
        //指定glBlendFunc 颜色混合方程式
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        
        //绑定地面纹理
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        
        
        /*
         纹理调整着色器(将一个基本色乘以一个取自纹理的单元nTextureUnit的纹理)
         参数1:GLT_SHADER_TEXTURE_MODULATE
         参数2:模型视图投影矩阵
         参数3:颜色
         参数4:纹理单元(第0层的纹理单元)
         */
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
                                     transformPipeline.GetModelViewProjectionMatrix(),
                                     vFloorColor,
                                     0);
        //开始绘制
        floorBatch.Draw();
        //取消混合
        glDisable(GL_BLEND);
        
        //绘制地面以外其他部分
        drawSomething(yRot);
        
        //绘制完,恢复矩阵
        modelViewMatrix.PopMatrix();
        
        //交换缓存区
        glutSwapBuffers();
        
        //提交重新渲染
        glutPostRedisplay();
    }
    
    
    //移动照相机参考帧,来对方向键作出响应
    void SpecialKeys(int key, int x, int y)
    {
        float linear = 0.1f;
        float angular = float(m3dDegToRad(5.0f));
        
        if (key == GLUT_KEY_UP)
        {
            cameraFrame.MoveForward(linear);
        }
        
        if (key == GLUT_KEY_DOWN)
        {
            cameraFrame.MoveForward(-linear);
        }
        
        if (key == GLUT_KEY_LEFT)
        {
            cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
        }
        
        if (key == GLUT_KEY_RIGHT)
        {
            cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
        }
        
    }
    
    
    
    void SetupRC()
    {
        //设置背景颜色
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        
        //初始化着色器管理器
        shaderManager.InitializeStockShaders();
        
        //开启深度测试/背面剔除
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        
        //设置大球
        gltMakeSphere(torusBatch, 0.4f, 40, 80);
        
        //设置小球
        gltMakeSphere(sphereBatch, 0.1f, 26, 13);
        
        //设置地板顶点数据&地板纹理
        GLfloat texSize = 10.0f;
        floorBatch.Begin(GL_TRIANGLE_FAN, 4,1);
        floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        floorBatch.Vertex3f(-20.f, -0.41f, 20.0f);
         
        floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
        floorBatch.Vertex3f(20.0f, -0.41f, 20.f);
         
        floorBatch.MultiTexCoord2f(0, texSize, texSize);
        floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
         
        floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
        floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
        floorBatch.End();
        
        for (int i = 0; i < NUM_SPHERES; i++)
        {
            //y轴不变,X,Z产生随机值
            GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            
            //在y方向,将球体设置为0.0的位置,这使得它们看起来是飘浮在眼睛的高度
            //对spheres数组中的每一个顶点,设置顶点数据
            spheres[i].SetOrigin(x, 0.0f, z);
        }
        
        //命名纹理对象
        glGenTextures(3, uiTextures);
        
        //将TGA文件加载为2D纹理。
        //参数1:纹理文件名称
        //参数2&参数3:需要缩小&放大的过滤器
        //参数4:纹理坐标环绕模式
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        LoadTGATexture("Marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        LoadTGATexture("Marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        LoadTGATexture("MoonLike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
    }
    
    
    //删除纹理
    void ShutdownRC(void)
    {
        glDeleteTextures(3, uiTextures);
    }
    
    
    
    int main(int argc, char * argv[])
    {
        gltSetWorkingDirectory(argv[0]);
        
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE);
        glutInitWindowSize(800, 800);
        glutCreateWindow("球体世界");
        
        glutReshapeFunc(ChangeSize);
        glutDisplayFunc(RenderScene);
        glutSpecialFunc(SpecialKeys);
        
        GLenum err = glewInit();
        if (GLEW_OK != err)
        {
            fprintf(stderr, "GLEW Errow:%s\n",glewGetErrorString(err));
            return 1;
        }
        
        SetupRC();
        glutMainLoop();
        ShutdownRC();
        
        return 0;
    }
    
    运行效果如下: 球体世界.png

    相关文章

      网友评论

          本文标题:球体世界

          本文链接:https://www.haomeiwen.com/subject/jofrsktx.html