使用不同Mip贴图的纹理过滤模式,对一个隧道进行渲染。代码如下:
#include "GLTools.h"
#include "GLShaderManager.h"
#include "GLMatrixStack.h"
#include "GLFrustum.h"
#include "GLGeometryTransform.h"
//在Mac 系统下,`#include<glut/glut.h>` 在Windows 和 Linux上,我们使⽤freeglut的静态库版本并且需要添加⼀个宏
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLShaderManager shaderManager; //着色器管理器
GLMatrixStack modelViewMatrix; //模型视图矩阵
GLMatrixStack projectionMatrix; //投影矩阵
GLFrustum viewFrustum; //视景体
GLGeometryTransform transformPipeline; //几何图形变换管道
//4个批次容器类
GLBatch floorBatch; //地面
GLBatch ceilingBatch; //天花板
GLBatch leftWallBatch; //左墙面
GLBatch rightWallBatch; //右墙面
//深度初始值
GLfloat viewZ = -65.0f;
//纹理标识符号
#define TEXTURE_BRICK 0 //墙面
#define TEXTURE_FLOOR 1 //地板
#define TEXTURE_CEILING 2 //纹理天花板
#define TEXTURE_COUNT 3 //纹理个数
GLuint textures[TEXTURE_COUNT]; //纹理标记数组
//文件tag名字数组
const char * szTextureFiles[TEXTURE_COUNT] = { "brick.tga", "floor.tga", "ceiling.tga" };
//菜单栏选择
void ProcessMenu(int value)
{
GLint iLoop;
for (iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
{
/*
绑定纹理 glBindTexture
参数1:GL_TEXTURE_2D
参数2:需要绑定的纹理对象
*/
glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
/*
配置纹理参数 glTexParameteri
参数1:纹理模式
参数2:纹理参数
参数3:特定纹理参数
*/
switch (value)
{
case 0:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_NEAREST(最邻近过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case 1:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_LINEAR(线性过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
case 2:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_NEAREST_MIPMAP_NEAREST(选择最邻近的Mip层,并执行最邻近过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case 3:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_NEAREST_MIPMAP_LINEAR(在Mip层之间执行线性插补,并执行最邻近过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
case 4:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_NEAREST_MIPMAP_LINEAR(选择最邻近Mip层,并执行线性过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case 5:
//GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_LINEAR_MIPMAP_LINEAR(在Mip层之间执行线性插补,并执行线性过滤,又称为三线性过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
case 6:
//设置各向异性过滤
GLfloat fLargest;
//获取各向异性过滤的最大数量
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
//设置纹理参数(各向异性采样)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
break;
case 7:
//设置各向同性过滤,数量为1.0表示(各向同性采样)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
break;
}
}
//触发重绘
glutPostRedisplay();
}
//ChangeSize 函数:⾃定义函数.通过glutReshaperFunc(函数名)注册为重塑函数.当屏幕⼤⼩发⽣变化/或者第⼀次创建窗⼝时,会调⽤该函数调整窗⼝⼤⼩/视⼝⼤⼩.
void ChangeSize(int w ,int h)
{
//1.防止对0进行除法操作
if(h == 0)
h = 1;
//设置视口窗口尺寸
glViewport(0, 0, w, h);
GLfloat fAspect = (GLfloat)w/(GLfloat)h;
//创建投影矩阵
viewFrustum.SetPerspective(80.0f,fAspect,1.0,120.0);
//加载到投影矩阵堆栈上
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
//设置变换管道以使用两个矩阵堆栈
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
//在这个函数里能够在渲染环境中进行任何需要的初始化,它这里的设置并初始化纹理对象
void SetupRC()
{
//黑色的背景
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
shaderManager.InitializeStockShaders();
GLbyte * pBytes;
GLint iWidth, iHeight, iComponents;
GLenum eFormat;
GLint iLoop;
//生成纹理标记
/*
分配纹理对象 glGenTextures
参数1:纹理对象的数量
参数2:纹理对象标识数组
*/
glGenTextures(TEXTURE_COUNT, textures);
//循环设置纹理数组的纹理参数
for (iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
{
/*
绑定纹理对象 glBindTexture
参数1:纹理模式,GL_TEXTURE_1D,GL_TEXTURE_2D,GL_TEXTURE_3D
参数2:需要绑定的纹理对象
*/
glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
/*
加载tga文件
参数1:纹理文件名称
参数2:文件宽度变量地址
参数3:文件高度变量地址
参数4:文件组件变量地址
参数5:文件格式变量地址
返回值:pBytes,指向图像数据的指针
*/
pBytes = gltReadTGABits(szTextureFiles[iLoop], &iWidth, &iHeight, &iComponents, &eFormat);
//加载纹理、设置过滤器和包装模式
//GL_TEXTURE_MAG_FILTER(放大过滤器,GL_NEAREST(最邻近过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//GL_TEXTURE_MIN_FILTER(缩小过滤器),GL_NEAREST(最邻近过滤)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//GL_TEXTURE_WRAP_S(s轴环绕),GL_CLAMP_TO_EDGE(环绕模式强制对范围之外的纹理坐标沿着合法的纹理单元的最后一行或一列进行采样)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//GL_TEXTURE_WRAP_T(t轴环绕),GL_CLAMP_TO_EDGE(环绕模式强制对范围之外的纹理坐标沿着合法的纹理单元的最后一行或一列进行采样)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/**载入纹理 glTexImage2D
参数1:纹理维度,GL_TEXTURE_2D
参数2:mip贴图层次
参数3:纹理单元存储的颜色成分(从读取像素图中获得)
参数4:加载纹理宽度
参数5:加载纹理的高度
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无符号整型
参数8:指向纹理图像数据的指针
*/
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
/**为纹理对象生成一组完整的mipmap glGenerateMipmap
参数1:纹理维度,GL_TEXTURE_1D,GL_TEXTURE_2D,GL_TEXTURE_2D
*/
glGenerateMipmap(GL_TEXTURE_2D);
//释放原始纹理数据,不再需要纹理原始数据了
free(pBytes);
}
//设置几何图形顶点/纹理坐标(上.下.左.右)
GLfloat z;
/*
GLTools库中的容器类,GBatch,
void GLBatch::Begin(GLenum primitive,GLuint nVerts,GLuint nTextureUnits = 0);
参数1:图元枚举值
参数2:顶点数
参数3:1组或者2组纹理坐标
*/
floorBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
for (z = 60.0f; z >= 0.0f; z -= 10.0f)
{
floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
floorBatch.Vertex3f(-10.0f, -10.0f, z);
floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
floorBatch.Vertex3f(10.0f, -10.0f, z);
floorBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
floorBatch.Vertex3f(-10.0f, -10.0f, z-10.0f);
floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
floorBatch.Vertex3f(10.0f, -10.0f, z-10.0f);
}
floorBatch.End();
ceilingBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
for(z = 60.0f; z >= 0.0f; z -=10.0f)
{
ceilingBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
ceilingBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);
ceilingBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
ceilingBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);
ceilingBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
ceilingBatch.Vertex3f(-10.0f, 10.0f, z);
ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
ceilingBatch.Vertex3f(10.0f, 10.0f, z);
}
ceilingBatch.End();
leftWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
for (z = 60.0f; z >= 0.0f; z -= 10.0f)
{
leftWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
leftWallBatch.Vertex3f(-10.0f, -10.0f, z);
leftWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
leftWallBatch.Vertex3f(-10.0f, 10.0f, z);
leftWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
leftWallBatch.Vertex3f(-10.0f, -10.0f, z-10.0f);
leftWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
leftWallBatch.Vertex3f(-10.0f, 10.0f, z-10.0f);
}
leftWallBatch.End();
rightWallBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);
for (z = 60.0f; z >= 0.0f; z -= 10.0f)
{
rightWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
rightWallBatch.Vertex3f(10.0f, -10.0f, z);
rightWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
rightWallBatch.Vertex3f(10.0f, 10.0f, z);
rightWallBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
rightWallBatch.Vertex3f(10.0f, -10.0f, z-10.0f);
rightWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
rightWallBatch.Vertex3f(10.0f, 10.0f, z-10.0f);
}
rightWallBatch.End();
}
//删除纹理对象
void ShutdownRC(void)
{
glDeleteTextures(TEXTURE_COUNT, textures);
}
//上下左右键位控制移动
void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_UP)
{
viewZ += 0.5f;
}
if (key == GLUT_KEY_DOWN)
{
viewZ -= 0.5f;
}
glutPostRedisplay();
}
//RenderScene 函数:⾃定义函数.通过glutDisplayFunc(函数名)注册为显示渲染函数.当屏幕发⽣变化/或者开发者主动渲染会调⽤此函数,⽤来实现数据->渲染过程
void RenderScene(void)
{
//清理缓存区
glClear(GL_COLOR_BUFFER_BIT);
modelViewMatrix.PushMatrix();
modelViewMatrix.Translate(0.0f, 0.0f, viewZ);
//3.纹理替换矩阵着色器
/*
参数1:GLT_SHADER_TEXTURE_REPLACE(着色器标签)
参数2:模型视图投影矩阵
参数3:纹理层
*/
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,transformPipeline.GetModelViewProjectionMatrix(),0);
//4.绑定纹理
/*
参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
参数2:需要绑定的纹理
*/
glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_FLOOR]);
floorBatch.Draw();
glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_CEILING]);
ceilingBatch.Draw();
glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_BRICK]);
leftWallBatch.Draw();
rightWallBatch.Draw();
//模型视图出栈
modelViewMatrix.PopMatrix();
//交换缓存区
glutSwapBuffers();
}
//main 函数: 程序⼊⼝.OpenGL 是⾯向过程编程.所以你会发现利⽤OpenGL处理图形/图像都是链式形式.以及基于OpenGL封装的图像处理框架也是链式编程
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
//申请一个颜色缓存区、双缓存区
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
//设置窗口的尺寸
glutInitWindowSize(800, 800);
//设置窗口的名称
glutCreateWindow("隧道");
//注册回调函数(改变尺寸)
glutReshapeFunc(ChangeSize);
//注册显示函数
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
//添加菜单
glutCreateMenu(ProcessMenu);
glutAddMenuEntry("GL_NEAREST", 0);
glutAddMenuEntry("GL_LINEAR", 1);
glutAddMenuEntry("GL_NEAREST_MIPMAP_NEAREST", 2);
glutAddMenuEntry("GL_NEAREST_MIPMAP_LINEAR", 3);
glutAddMenuEntry("GL_LINEAR_MIPMAP_NEAREST", 4);
glutAddMenuEntry("GL_LINEAR_MIPMAP_LINEAR", 5);
glutAddMenuEntry("Anisotropic Filter", 6);
glutAddMenuEntry("Anisotropic Off", 7);
glutAttachMenu(GLUT_RIGHT_BUTTON);
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
//runloop运行循环
glutMainLoop();
ShutdownRC();
return 0;
}
运行效果如下:
隧道.png
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