OpenGL纹理案例-隧道

使用OpenGL常用的API,绘制一个简单的隧道模型并贴图。最终下过如下:


完成代码:

#include "GLTools.h"

#include "GLShaderManager.h"

#include "GLFrustum.h"

#include "GLBatch.h"

#include "GLFrame.h"

#include "GLMatrixStack.h"

#include "GLGeometryTransform.h"

#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;      //几何变换管线

//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,-65。

GLfloat            viewZ = -60.0f;

// 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 i ;

    for (i = 0 ; i<TEXTURE_COUNT; i++) {


        glBindTexture(GL_TEXTURE_2D, textures[i]);


        switch(value)

              {

                  case 0:


                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

                      break;


                  case 1:


                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

                      break;


                  case 2:


                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

                      break;


                  case 3:


                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);

                      break;


                  case 4:


                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);

                      break;


                  case 5:


                      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;


              }

    }

    glutPostRedisplay();

}

//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()

{

    glClearColor(0, 0, 0, 1);

    shaderManager.InitializeStockShaders();




    GLbyte * byte;


    GLint i, width, height, iComponent;

    GLenum eFormat;


    glGenTextures(TEXTURE_COUNT, textures);

    for (i = 0; i<TEXTURE_COUNT; i++) {


        glBindTexture(GL_TEXTURE_2D, textures[i]);


        byte = gltReadTGABits(szTextureFiles[i], &width, &height, &iComponent, &eFormat);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);



        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


        glTexImage2D(GL_TEXTURE_2D, 0, iComponent, width, height, 0, eFormat, GL_UNSIGNED_BYTE, byte);

        glGenerateMipmap(GL_TEXTURE_2D);


        free(byte);

    }


    GLfloat z;

    floorBatch.Begin(GL_TRIANGLE_STRIP, 28, 1);


    for (z = 60.0f; z >= 0.0f; z-= 10.0f) {


        floorBatch.MultiTexCoord2f(0, 1.0f, 0.0f);

        floorBatch.Vertex3f(-10.0f, -10.0f, z);


        floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);

        floorBatch.Vertex3f(10.0f, -10.0f, z);


        floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);

        floorBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);


        floorBatch.MultiTexCoord2f(0, 0.0f, 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, 0.0f);

        ceilingBatch.Vertex3f(-10.0f, 10.0f, z - 10.0f);


        ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f);

        ceilingBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);


        ceilingBatch.MultiTexCoord2f(0, 1.0f, 0.0f);

        ceilingBatch.Vertex3f(-10.0f, 10.0f, z);


        ceilingBatch.MultiTexCoord2f(0, 1.0f, 1.0f);

        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, 1.0f, 0.0f);

        leftWallBatch.Vertex3f(-10.0f, -10.0f, z);


        leftWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);

        leftWallBatch.Vertex3f(-10.0f, 10.0f, z);


        leftWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);

        leftWallBatch.Vertex3f(-10.0f, -10.0f, z - 10.0f);


        leftWallBatch.MultiTexCoord2f(0, 0.0f, 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, 1.0f, 0.0f);

        rightWallBatch.Vertex3f(10.0f, -10.0f, z);


        rightWallBatch.MultiTexCoord2f(0, 1.0f, 1.0f);

        rightWallBatch.Vertex3f(10.0f, 10.0f, z);


        rightWallBatch.MultiTexCoord2f(0, 0.0f, 0.0f);

        rightWallBatch.Vertex3f(10.0f, -10.0f, z - 10.0f);


        rightWallBatch.MultiTexCoord2f(0, 0.0f, 1.0f);

        rightWallBatch.Vertex3f(10.0f, 10.0f, z - 10.0f);


    }

    rightWallBatch.End();

}

//关闭渲染环境

void ShutdownRC(void)

{

    glDeleteTextures(TEXTURE_COUNT, textures);

}

//前后移动视口来对方向键作出响应

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();

}

//改变视景体和视口,在改变窗口大小或初始化窗口调用

void ChangeSize(int w, int h)

{

    if (h == 0) h = 1;


    glViewport(0, 0, w, h);


    viewFrustum.SetPerspective(80, float(w)/float(h), 1, 120);

    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());

    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);

}

//调用,绘制场景

void RenderScene(void)

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    modelViewMatrix.PushMatrix();

    modelViewMatrix.Translate(0, 0, viewZ);


    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,transformPipeline.GetModelViewProjectionMatrix(),0);


    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();


    modelViewMatrix.PopMatrix();

    glutSwapBuffers();

}

int main(int argc, char *argv[])

{

    gltSetWorkingDirectory(argv[0]);


    // 标准初始化

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);

    glutInitWindowSize(800, 600);

    glutCreateWindow("Tunnel");

    glutReshapeFunc(ChangeSize);

    glutSpecialFunc(SpecialKeys);

    glutDisplayFunc(RenderScene);


    // 添加菜单入口,改变过滤器

    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, "GLEW Error: %s\n", glewGetErrorString(err));

        return 1;

    }



    // 启动循环,关闭纹理

    SetupRC();

    glutMainLoop();

    ShutdownRC();


    return 0;

}

纹理坐标对应关系如下:



总结:

1.读取的纹理可以翻转使用,正反面都可以用来填充。

2.绘制流程:指定生成纹理ID的数量和数组 —>绑定纹理ID—>读取.tga文件载入纹理 —>设置过滤方式和环绕 —> 设置纹理和顶点对应关系 —> 绑定相应的纹理并用对应的批次类绘制

3.修改纹理环绕过滤方式前,也需要绑定纹理ID

参考链接

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