紋理簡(jiǎn)單說即圖片的不同叫法而已,就是一種應(yīng)用場(chǎng)景中的三角形圖像數(shù)據(jù)。
- 原始的圖像數(shù)據(jù): 圖像的存儲(chǔ)空間 = 圖像的高度 * 圖像的寬度 * 每個(gè)像素的字節(jié)數(shù)
- 紋理對(duì)象
紋理對(duì)象允許我們一次加載一個(gè)以上的紋理狀態(tài),和在他們之間快速切換。
紋理狀態(tài)是由當(dāng)前綁定的紋理對(duì)象維護(hù)的。而紋理對(duì)象時(shí)一個(gè)無符號(hào)整數(shù)標(biāo)識(shí)的
//分配紋理對(duì)象 參數(shù)1:紋理對(duì)象的數(shù)量 參數(shù)2:指針(指向一個(gè)無符號(hào)整形數(shù)組,由紋理對(duì)象標(biāo)識(shí)符填充)
void glGenTextures(GLsizei n,GLuint * textTures);
//綁定紋理狀態(tài)
//參數(shù)target:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
//參數(shù)texture:需要綁定的紋理對(duì)象
void glBindTexture(GLenum target,GLunit texture);
//刪除綁定紋理對(duì)象
//紋理對(duì)象 以及 紋理對(duì)象指針(指針指向一個(gè)無符號(hào)整形數(shù)組,由紋理對(duì)象標(biāo)識(shí)符填充)。
void glDeleteTextures(GLsizei n,GLuint *textures);
//測(cè)試紋理對(duì)象是否有效
//如果texture是一個(gè)已經(jīng)分配空間的紋理對(duì)象,那么這個(gè)函數(shù)會(huì)返回GL_TRUE,否則會(huì)返回GL_FALSE。
GLboolean glIsTexture(GLuint texture);
/**
加載tga文件
參數(shù)1:紋理文件名稱
參數(shù)2:文件寬度變量地址
3:文件高度變量地址
4:文件組件變量地址
5:文件格式變量地址
返回值:pBytes 指向圖像數(shù)據(jù)的指針
*/
GLbyte *gltReadTGABits(const char *szFileName, GLint *iWidth, GLint *iHeight, GLint *iComponents, GLenum *eFormat);
- 設(shè)置紋理的參數(shù)
/*
glTexParameterf(GLenum target,GLenum pname,GLFloat param);
glTexParameteri(GLenum target,GLenum pname,GLint param);
glTexParameterfv(GLenum target,GLenum pname,GLFloat *param);
glTexParameteriv(GLenum target,GLenum pname,GLint *param);
參數(shù)1:target,指定這些參數(shù)將要應(yīng)用在那個(gè)紋理模式上,比如GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D。
參數(shù)2:pname,指定需要設(shè)置那個(gè)紋理參數(shù)
參數(shù)3:param,設(shè)定特定的紋理參數(shù)的值
*/
//加載紋理、設(shè)置過濾器和包裝模式
//GL_TEXTURE_MAG_FILTER(放大過濾器,GL_NEAREST(最鄰近過濾))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//GL_TEXTURE_MIN_FILTER(縮小過濾器),GL_NEAREST(最鄰近過濾)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/*GL_TEXTURE_WRAP_S (s軸環(huán)繞) GL_CLAMP_TO_DEGE(環(huán)繞模式強(qiáng)制對(duì)范圍之外的紋理坐標(biāo)沿著
合法的紋理單元的最后一行 或一列進(jìn)行采樣
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//t軸采樣
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- 加載紋理
void glTexImage1D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLint border,GLenum format,GLenum type,void *data);
void glTexImage2D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,void * data);
void glTexImage3D(GLenum target,GLint level,GLint internalformat,GLSizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,void *data);
//target:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D 。
//Level :指定所加載的mip貼圖層次。一般我們都把這個(gè)參數(shù)設(shè)置為0。
//internalformat:每個(gè)紋理單元中存儲(chǔ)多少顏色成分。
//width、height、depth 參數(shù):指加載紋理的寬度、高度、深度。
//border參數(shù):允許為紋理貼圖指定一個(gè)邊界寬度。
//format參數(shù):gltReadTGABits函數(shù)中,通過 eFormat 參數(shù)返回圖片的顏色格式
//type參數(shù):OpenGL 數(shù)據(jù)存儲(chǔ)方式,一般使用 GL_UNSIGNED_BYTE
//data參數(shù):圖片數(shù)據(jù)指針*
/*
載入紋理
參數(shù)1:紋理維度
參數(shù)2:mip貼圖層次
參數(shù)3:紋理單元存儲(chǔ)的顏色成分(從讀取像素圖獲得)
參數(shù)4:加載紋理寬
參數(shù)5:加載紋理高
參數(shù)6:加載紋理深度
參數(shù)7:文件格式
參數(shù)8:像素?cái)?shù)據(jù)的數(shù)據(jù)類型(GL_UNSIGNED_BYTE,每個(gè)顏色分量都是一個(gè)8位無符號(hào)整數(shù))
參數(shù)9:指向紋理圖像數(shù)據(jù)的指針
*/
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
- 設(shè)置環(huán)繞模式
case 0: //縮小過濾 最鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case 1: //縮小過濾 線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINE);
break;
case 2: //縮小過濾 選擇最鄰近Mip層 并執(zhí)行最鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case 3: //在Mip層之間執(zhí)行線性插補(bǔ),并執(zhí)行最近鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
case 4: //縮小過濾 選擇最近mip層 并進(jìn)行線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case 5://縮小過濾 在mip層之間執(zhí)行線性插補(bǔ),并執(zhí)行線性過濾,又稱為三線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
case 6:
//設(shè)置各向異性過濾
GLfloat fLargest;
//獲取各向異性過濾的最大數(shù)量
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
//設(shè)置紋理參數(shù)(各向異性采樣)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
break;
case 7:
//設(shè)置各向同性過濾,數(shù)量1.0 表示(各向同性采樣)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
break;
- 整合代碼
//
// main.m
// Created by apple on 2019/11/25.
// Copyright ? 2019年 apple. All rights reserved.
//
#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
GLFrustum viewFrustum;
GLMatrixStack projectionMatrix;
GLGeometryTransform transformPipeline;
GLMatrixStack modelViewMatrix;
GLFrame objectFrame;
GLFrame cameraFrame;
GLShaderManager shaderManager;
//4個(gè)批次容器類
GLBatch floorBatch; //地面
GLBatch ceilingBatch; //天花板
GLBatch leftWallBatch; //左墻面
GLBatch rightWallBatch; //右墻面
//深度初始值,-65。
GLfloat viewZ = -65.0f;
// 紋理標(biāo)志符號(hào)
#define TEXTURE_BRICK 0 //墻面
#define TEXTURE_FLOOR 1 //地板
#define TEXTURE_CEILING 2 //紋理天花板
#define TEXTURE_COUNT 3 //紋理個(gè)數(shù)
GLuint texures[TEXTURE_COUNT];//紋理標(biāo)記數(shù)組
//文件tag名字?jǐn)?shù)組
const char *szTextureFiles[TEXTURE_COUNT] = {"brick.tga", "floor.tga", "ceiling.tga"};
//在這個(gè)函數(shù)里能夠在渲染環(huán)境中進(jìn)行任何需要的初始化,它這里的設(shè)置并初始化紋理對(duì)象
void SetupRC(){
//黑色背景
glClearColor(0.0f,0.0f,0.0f,1.0f);
//初始化shaderManager
shaderManager.InitializeStockShaders();
GLbyte *pBytes;
GLint iWidth ,iHeight, iComponents;
GLenum eFormat;
GLint iLoop;
//生成紋理標(biāo)記
/**
分配紋理對(duì)象 glGenTextures;
參數(shù)1:紋理對(duì)象的數(shù)量
參數(shù)2:紋理對(duì)象標(biāo)識(shí)數(shù)組
*/
glGenTextures(TEXTURE_COUNT, texures);
//循環(huán)設(shè)置紋理數(shù)組的紋理參數(shù)
for (iLoop = 0; iLoop < TEXTURE_COUNT; iLoop ++) {
/**
綁定紋理對(duì)象 glBindTexture
參數(shù)1:紋理模式 GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D
參數(shù)2:需要綁定的紋理對(duì)象
*/
glBindTexture(GL_TEXTURE_2D, texures[iLoop]);
/**
加載tga文件
參數(shù)1:紋理文件名稱
參數(shù)2:文件寬度變量地址
3:文件高度變量地址
4:文件組件變量地址
5:文件格式變量地址
返回值:pBytes 指向圖像數(shù)據(jù)的指針
*/
pBytes = gltReadTGABits(szTextureFiles[iLoop], &iWidth, &iHeight, &iComponents, &eFormat);
//加載紋理、設(shè)置過濾器和包裝模式
//GL_TEXTURE_MAG_FILTER(放大過濾器,GL_NEAREST(最鄰近過濾))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//GL_TEXTURE_MIN_FILTER(縮小過濾器),GL_NEAREST(最鄰近過濾)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/*GL_TEXTURE_WRAP_S (s軸環(huán)繞) GL_CLAMP_TO_DEGE(環(huán)繞模式強(qiáng)制對(duì)范圍之外的紋理坐標(biāo)沿著
合法的紋理單元的最后一行 或一列進(jìn)行采樣
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//t軸采樣
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/*
載入紋理
參數(shù)1:紋理維度
參數(shù)2:mip貼圖層次
參數(shù)3:紋理單元存儲(chǔ)的顏色成分(從讀取像素圖獲得)
參數(shù)4:加載紋理寬
參數(shù)5:加載紋理高
參數(shù)6:加載紋理深度
參數(shù)7:文件格式
參數(shù)8:像素?cái)?shù)據(jù)的數(shù)據(jù)類型(GL_UNSIGNED_BYTE,每個(gè)顏色分量都是一個(gè)8位無符號(hào)整數(shù))
參數(shù)9:指向紋理圖像數(shù)據(jù)的指針
*/
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
/*
為紋理對(duì)象生成一組完成的mipmap glGenerateMipmap
參數(shù)1:紋理維度 GL_TEXTURE_1D GL_TEXUTRE_2D GL_TEXTURE_2D
*/
glGenerateMipmap(GL_TEXTURE_2D);
//釋放原始紋理數(shù)據(jù) 不在需要紋理原始數(shù)據(jù)了
free(pBytes);
}
//設(shè)置幾何圖形頂點(diǎn)、紋理坐標(biāo)(上、下、左、右)
GLfloat z;
/**
GLTools庫(kù)中的容器類 GLBatch
void GLBatch::Begin(GLenum primitive,GLuint nVerts,GLuint nTextureUnits = 0);
參數(shù)1:圖元枚舉值
參數(shù)2:頂點(diǎn)數(shù)
參數(shù)3:1組或者2組紋理坐標(biāo)
*/
//三角形帶
floorBatch.Begin(GL_TRIANGLE_STRIP, 28,1);
//隧道的深度
for (z = 60.0f; z >= 0.0f; z -= 10.0f) {
// 設(shè)置紋理坐標(biāo) 2.設(shè)置紋理坐標(biāo)
// void MultiTexCoord2f(GLunit texture,GLclampf s,GLclamp t)
// 參數(shù)1:texture 紋理層次,對(duì)于使用存儲(chǔ)著色器來進(jìn)行渲染 設(shè)置為0
// 參數(shù)2:s:對(duì)一個(gè)頂點(diǎn)坐標(biāo)中的x坐標(biāo)
// 參數(shù)3:t:對(duì)應(yīng)頂點(diǎn)坐標(biāo)中的y
// (s,t,r,q對(duì)應(yīng)頂點(diǎn)坐標(biāo)中的 x,y,z,w)
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);
}
floorBatch.End();
//頂部
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();
//左墻
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();
//右墻
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();
}
void ShutdownRC(){
//刪除紋理
glDeleteTextures(TEXTURE_COUNT, texures);
}
void SpecialKeys(int key,int x,int y){
if (key == GLUT_KEY_UP) { //前進(jìn)
//移動(dòng)的深度值 Z
viewZ += 0.5f;
}
if (key == GLUT_KEY_DOWN) {
viewZ -= 0.5f;
}
//更新窗口,即可回調(diào)RenderScene函數(shù)里
glutPostRedisplay();
}
void ChangeSize(int w,int h){
//設(shè)置視口
glViewport(0, 0, w, h);
//創(chuàng)建投影矩陣
viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 500.0f);
//獲取viewFrustum投影矩陣,并將其加載到投影矩陣堆棧上
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
//設(shè)置變化管道 以使用兩個(gè)矩陣堆棧(變換矩陣:modelViewMatrix ,投影矩陣:projectMatrix)
//初始化GLGeometryTransform 實(shí)例 transformPipline
/*
通過將它的內(nèi)部指針設(shè)置為模型視圖矩陣堆棧 和投影矩陣堆棧 實(shí)例 來完成初始化
當(dāng)然這個(gè)操作也可以在setupRC 函數(shù)中完成,但是在窗口大小改變時(shí) 或者窗口設(shè)置他們并沒有壞處,而且這樣可以一次性完成矩陣和管線的設(shè)置
*/
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
//調(diào)用繪制場(chǎng)景
void RenderScene(void){
glClear(GL_COLOR_BUFFER_BIT);
//模型視圖壓棧
modelViewMatrix.PushMatrix();
//z軸平移viewZ 距離
modelViewMatrix.Translate(0.0f, 0.0f, viewZ);
// 紋理替換矩陣著色器
/*
參數(shù)1:GLT_SHADER_TEXTURE_REPLACE (著色器標(biāo)簽)
參數(shù)2:模型視圖投影矩陣
參數(shù)3:紋理層
*/
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,
transformPipeline.GetModelViewProjectionMatrix(),
0);
/*
綁定紋理
參數(shù)1:紋理模式,GL_TEXTURE_1D GL_TEXTURE_2D GL_TEXTURE_3D
參數(shù)2:需要綁定的紋理
*/
glBindTexture(GL_TEXTURE_2D, texures[TEXTURE_FLOOR]);
floorBatch.Draw();
glBindTexture(GL_TEXTURE_2D, texures[TEXTURE_CEILING]);
ceilingBatch.Draw();
glBindTexture(GL_TEXTURE_2D, texures[TEXTURE_BRICK]);
leftWallBatch.Draw();
rightWallBatch.Draw();
//5.pop
modelViewMatrix.PopMatrix();
//交換緩存區(qū)
glutSwapBuffers();
}
void ProcessMenu(int value){
GLint iLoop;
for (iLoop = 0 ; iLoop < TEXTURE_COUNT ; iLoop ++) {
/*
綁定紋理 glBindTexture
參數(shù)1:GL_TEXTURE_2D
參數(shù)2:需要綁定的紋理對(duì)象
*/
glBindTexture(GL_TEXTURE_2D, texures[iLoop]);
switch (value) {
case 0: //縮小過濾 最鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case 1: //縮小過濾 線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINE);
break;
case 2: //縮小過濾 選擇最鄰近Mip層 并執(zhí)行最鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case 3: //在Mip層之間執(zhí)行線性插補(bǔ),并執(zhí)行最近鄰近過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
case 4: //縮小過濾 選擇最近mip層 并進(jìn)行線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case 5://縮小過濾 在mip層之間執(zhí)行線性插補(bǔ),并執(zhí)行線性過濾,又稱為三線性過濾
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
case 6:
//設(shè)置各向異性過濾
GLfloat fLargest;
//獲取各向異性過濾的最大數(shù)量
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
//設(shè)置紋理參數(shù)(各向異性采樣)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
break;
case 7:
//設(shè)置各向同性過濾,數(shù)量1.0 表示(各向同性采樣)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
break;
default:
break;
}
}
//觸發(fā)重畫
glutPostRedisplay();
}
int main(int argc, char * argv[]) {
gltSetWorkingDirectory(argv[0]);
//標(biāo)準(zhǔn)初始化
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(800, 600);
glutCreateWindow("Pyramid");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
//添加菜單入口
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;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}
-
錐體效果金字塔紋理效果
//
// main.cpp
// Created by apple on 2019/11/19.
//
#include <stdio.h>
#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
GLFrustum viewFrustum;
GLMatrixStack projectionMatrix;
GLGeometryTransform transformPipeline;
GLMatrixStack modelViewMatrix;
GLFrame objectFrame;
GLFrame cameraFrame;
GLShaderManager shaderManager;
//紋理變量,一般使用無符號(hào)整型
GLuint textureID;
GLBatch pyramidBatch;
//繪制金字塔
void MakePyramid(GLBatch& pyramidBatch)
{
/*
通過pyramidBatch組件三角形批次
參數(shù)1:類型
參數(shù)2:頂點(diǎn)數(shù)
參數(shù)3:這個(gè)批次中將會(huì)應(yīng)用1個(gè)紋理
注意:如果不寫這個(gè)參數(shù),默認(rèn)為0
*/
pyramidBatch.Begin(GL_TRIANGLES, 18,1);
/**
前情導(dǎo)入
1.設(shè)置法線
void Normal3f(GLfloat x, GLfloat y,GLfloat z);
Normal3f:添加一個(gè)表面法線(法線坐標(biāo) 與 Vertex頂點(diǎn)坐標(biāo)中的Y軸一致)
表面法線是有方向的向量,代表表面或者頂點(diǎn)面對(duì)的方向(相反的方向)在多數(shù)的光照模式下是必須使用。
pyramidBatch.Normal3f(X,Y,Z);
2.設(shè)置紋理坐標(biāo)
void MultiTexCoord2f(GLunit texture,GLclampf s,GLclamp t)
參數(shù)1:texture 紋理層次,對(duì)于使用存儲(chǔ)著色器來進(jìn)行渲染 設(shè)置為0
參數(shù)2:s:對(duì)一個(gè)頂點(diǎn)坐標(biāo)中的x坐標(biāo)
參數(shù)3:t:對(duì)應(yīng)頂點(diǎn)坐標(biāo)中的y
(s,t,r,q對(duì)應(yīng)頂點(diǎn)坐標(biāo)中的 x,y,z,w)
pyramidBatch.MultiTexCoord2f(0,s,t);
3.void Vertex3f(GLfloat x,GLfloat y,GLfloat z);
void Vertex3fv(M3DVector3f vVertex);
向三角形批次類添加頂點(diǎn)數(shù)據(jù)(x,y,z)
pyramidBatch.Vertex3f(-1.0f,-1f,-1.0f);
4.獲取從三點(diǎn)找到一個(gè)法線坐標(biāo)(三點(diǎn)確定一個(gè)面)
void m3dFindNormal(result,point1,point2,point3);
參數(shù)1:結(jié)果
參數(shù)2~4:3個(gè)頂點(diǎn)數(shù)據(jù)
*/
//塔頂
M3DVector3f vApex = { 0.0f, 1.0f, 0.0f };
M3DVector3f vFrontLeft = { -1.0f, -1.0f, 1.0f };
M3DVector3f vFrontRight = { 1.0f, -1.0f, 1.0f };
M3DVector3f vBackLeft = { -1.0f, -1.0f, -1.0f };
M3DVector3f vBackRight = { 1.0f, -1.0f, -1.0f };
M3DVector3f n;
//金字塔底部
//底部的四邊形 = 三角形X + 三角形Y
//三角形X = (vBackLeft,vBackRight,vFrontRight)
//1.找到三角形X 法線
// m3dFindNormal(n, vBackLeft, vBackRight, vFrontRight);
//vBackLeft
// pyramidBatch.Normal3fv(n);//設(shè)置法線
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);//設(shè)置紋理坐標(biāo)
pyramidBatch.Vertex3fv(vBackLeft);//設(shè)置頂點(diǎn)數(shù)據(jù)
//vBackRight
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
//vFrontRight
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontRight);
//三角形Y =(vFrontLeft,vBackLeft,vFrontRight)
//1.找到三角形X 法線
// m3dFindNormal(n, vFrontLeft, vBackLeft, vFrontRight);
//vFrontLeft
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
//vBackLeft
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
//vFrontRight
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontRight);
// 金字塔前面
//三角形:(Apex,vFrontLeft,vFrontRight)
// m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight);
//金字塔左邊
//三角形:(vApex, vBackLeft, vFrontLeft)
// m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
//金字塔右邊
//三角形:(vApex, vFrontRight, vBackRight)
// m3dFindNormal(n, vApex, vFrontRight, vBackRight);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
//金字塔后邊
//三角形:(vApex, vBackRight, vBackLeft)
// m3dFindNormal(n, vApex, vBackRight, vBackLeft);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
// pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
//結(jié)束批次設(shè)置
pyramidBatch.End();
}
// 將TGA文件加載為2D紋理。
bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
GLbyte *pBits;
int nWidth,nHeight,nComponents;
GLenum eFormat;
/*
1.讀取紋理,讀取像素
參數(shù)1:紋理文件名稱
參數(shù)2:文件寬度地址
參數(shù)3:文件高度地址
參數(shù)4:文件組件地址
參數(shù)5:文件格式地址
返回值:pBits,指向圖像數(shù)據(jù)的指針
*/
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if (pBits == NULL) {
return false;
}
//設(shè)置紋理參數(shù)
/*
參數(shù)1:紋理維度
參數(shù)2:為S/T坐標(biāo)設(shè)置模式
參數(shù)3:wrapMode ,環(huán)繞模式
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
/*
參數(shù)1:紋理維度
參數(shù)2:線性過濾
參數(shù)3:wrapMode,環(huán)繞模式
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
/*
載入紋理
參數(shù)1:紋理維度
參數(shù)2:mip貼圖層次
參數(shù)3:紋理單元存儲(chǔ)的顏色成分(從讀取像素圖獲得)
參數(shù)4:加載紋理寬
參數(shù)5:加載紋理高
參數(shù)6:加載紋理深度
參數(shù)7:文件格式
參數(shù)8:像素?cái)?shù)據(jù)的數(shù)據(jù)類型(GL_UNSIGNED_BYTE,每個(gè)顏色分量都是一個(gè)8位無符號(hào)整數(shù))
參數(shù)9:指向紋理圖像數(shù)據(jù)的指針
*/
glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,
eFormat, GL_UNSIGNED_BYTE, pBits);//像素的數(shù)據(jù)格式
//使用完畢釋放pBits
free(pBits);
//只有minFilter 等于以下四種模式,才可以生成Mip貼圖
//GL_NEAREST_MIPMAP_NEAREST 具有非常好的性能,并且閃爍現(xiàn)象非常弱
//GL_LINEAR_MIPMAP_NEAREST 常常用于對(duì)游戲進(jìn)行加速,它使用了高質(zhì)量的線性過濾器
//GL_LINEAR_MIPMAP_LINEAR 和 GL_MEAREST_MIPMAP_LINEAR 過濾器在Mip層之間執(zhí)行了一些額外的插值,以消除他們j之間的l過濾痕跡
//GL_LINEAR_MIPMAP_LINEAR 三線性Mip貼圖,紋理過濾的黃金準(zhǔn)側(cè),具有最高精度
if (minFilter == GL_LINEAR_MIPMAP_LINEAR||
minFilter == GL_LINEAR_MIPMAP_NEAREST ||
minFilter == GL_NEAREST_MIPMAP_LINEAR ||
minFilter == GL_NEAREST_MIPMAP_NEAREST)
//加載Mip,紋理生成所有的mip層
//參數(shù):GL_TEXTURE_1D GL_TEXTURE_2D GL_TEXTURE_3D
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
//初始化操作
void SetupRC(){
glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
shaderManager.InitializeStockShaders();
//開啟深度測(cè)試
glEnable(GL_DEPTH_TEST);
//分配紋理隊(duì)形:參數(shù)1:紋理對(duì)象個(gè)數(shù) 參數(shù)2:紋理對(duì)象指針
glGenTextures(1, &textureID);
//綁定紋理狀態(tài) 參數(shù)1:紋理狀態(tài)2D 參數(shù)2:紋理對(duì)象
glBindTexture(GL_TEXTURE_2D, textureID);
//將TGA文件加載為2D紋理
//參數(shù)1:紋理文件名稱
//參數(shù)2&參數(shù)3:需要縮小&放大的過濾器
//參數(shù)4:紋理坐標(biāo)環(huán)繞模式
LoadTGATexture("stone.tga", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP_TO_EDGE);
//創(chuàng)建金字塔pyramidBatch
MakePyramid(pyramidBatch);
//相機(jī)frame MoveForward(平移)
//參數(shù)1:Z 深度(屏幕到圖形的Z軸距離)
cameraFrame.MoveForward(-10);
}
//清理 刪除紋理對(duì)象
void ShutdownRC(void){
glDeleteTextures(1, &textureID);
}
void RenderScene(void)
{
//1.顏色值&光源位置
static GLfloat vLightPos[] = {1.0f,1.0f,0.0f};//設(shè)置光源位置 X Y Z
static GLfloat vWhite[] = {1.0f,1.0f,1.0f,1.0f}; //設(shè)置顏色 RGBA
//清理緩存區(qū)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//當(dāng)前模型視圖壓棧
modelViewMatrix.PushMatrix();
//添加照相機(jī)矩陣
M3DMatrix44f mCamera;
//從cameraFrame中獲取一個(gè)4 * 4的矩陣
cameraFrame.GetCameraMatrix(mCamera);
//矩陣乘以矩陣堆棧頂部矩陣,相乘的結(jié)果存儲(chǔ)到堆棧的頂部 將照相機(jī)矩陣 與 當(dāng)前模型矩陣相乘 壓入棧頂
modelViewMatrix.MultMatrix(mCamera);
//創(chuàng)建mObjectFrame矩陣
M3DMatrix44f mObjectFrame;
//從objectFrame中獲取矩陣,objectFrame保存的是特殊鍵位的變換矩陣
objectFrame.GetMatrix(mObjectFrame);
//矩陣乘以矩陣堆棧頂部矩陣 相乘結(jié)果存儲(chǔ)到堆棧的頂部 將世界變換矩陣呢 與 當(dāng)前模型矩陣相乘 壓入棧頂
modelViewMatrix.MultMatrix(mObjectFrame);
//綁定紋理
glBindTexture(GL_TEXTURE_2D, textureID);
/*點(diǎn)光源著色器
參數(shù)1: GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF (著色器標(biāo)簽)
參數(shù)2:模型視圖矩陣
參數(shù)3:投影矩陣
參數(shù)4:視點(diǎn)坐標(biāo)系中光源的位置
參數(shù)5:基本漫反射顏色
參數(shù)6:圖形顏色(用紋理就不需要設(shè)置顏色。設(shè)置為0)
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos,
vWhite,
0);
*/
/*
紋理替換矩陣著色器
參數(shù)1:GLT_SHADER_TEXTURE_REPLACE (著色器標(biāo)簽)
參數(shù)2:模型視圖投影矩陣
參數(shù)3:紋理層
*/
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,
transformPipeline.GetModelViewProjectionMatrix(),
0);
//繪制
pyramidBatch.Draw();
//模型視圖出棧 恢復(fù)矩陣(push一次就要pop一次)
modelViewMatrix.PopMatrix();
//交換緩存區(qū)
glutSwapBuffers();
}
void SpecialKeys(int key, int x ,int y)
{
if (key == GLUT_KEY_UP) {//旋轉(zhuǎn)度數(shù) 沿著x軸對(duì)稱旋轉(zhuǎn) 向外為正 向里為負(fù)
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f);
}
if (key == GLUT_KEY_DOWN) {
objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0.0f, 0.0f);
}
if (key == GLUT_KEY_LEFT) {
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f);
}
if (key == GLUT_KEY_RIGHT) {//沿著y軸旋轉(zhuǎn)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f);
}
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
//設(shè)置視口
glViewport(0, 0, w, h);
//創(chuàng)建投影矩陣
viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 500.f);
//獲取viewFrustum投影矩陣,并將其加載到投影矩陣堆棧上
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
//設(shè)置變換管道以使用兩個(gè)矩陣堆棧(變換矩陣modeViewMatrix,投影矩陣:projectionMatrix)
//初始化GLGeometryTransform 的實(shí)例transformPipeline,
// 通過將它的內(nèi)部指針設(shè)置為模型視圖矩陣堆棧 和投影矩陣堆棧 實(shí)例,來完成初始化
//當(dāng)然這個(gè)操作也是可以在SetupRC函數(shù)中完成,但是在窗口大小改變時(shí)完成或者窗口創(chuàng)建時(shí)設(shè)置他們并沒有壞處,而且這樣可以一次性完成矩陣和管線的設(shè)置
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
int main(int argc, char * argv[]) {
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Pyramid");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}
-
球體效果
旋轉(zhuǎn)球
// Created by apple on 2019/11/25.
// Copyright ? 2019年 apple. All rights reserved.
//
#include "GLTools.h"
#include "GLShaderManager.h"
#include "GLFrustum.h"
#include "GLBatch.h"
#include "GLFrame.h"
#include "GLMatrixStack.h"
#include "GLGeometryTransform.h"
#include "StopWatch.h"
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
//添加附加隨機(jī)球
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrustum viewFrustum;
GLGeometryTransform transformPipeline;
GLTriangleBatch torusBatch; //球批處理
GLBatch floorBatch; //地板批處理
GLTriangleBatch sphereBatch; //球批處理
GLFrame cameraFrame;
//添加紋理 紋理標(biāo)記數(shù)組
GLuint uiTextures[3];
bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
GLbyte *pBits;
int nWidth,nHeight,nComponents;
GLenum eFormat;
//1.讀取紋理數(shù)據(jù)
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if (pBits == NULL) {
return false;
}
//2.設(shè)置紋理參數(shù)
/*
參數(shù)1:紋理維度
參數(shù)2:為S/T 坐標(biāo)設(shè)置模式
參數(shù)3:wrapMode 環(huán)繞模式
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
//參數(shù)1:紋理維度
/*
參數(shù)2:線性過濾
參數(shù)3:wrapMode 環(huán)繞模式
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
/*
載入紋理
參數(shù)1:紋理維度
參數(shù)2:mip貼圖層次
參數(shù)3:紋理單元存儲(chǔ)的顏色成分(從讀取像素圖獲得)
參數(shù)4:加載紋理寬
參數(shù)5:加載紋理高
參數(shù)6:加載紋理深度
參數(shù)7:文件格式
參數(shù)8:像素?cái)?shù)據(jù)的數(shù)據(jù)類型(GL_UNSIGNED_BYTE,每個(gè)顏色分量都是一個(gè)8位無符號(hào)整數(shù))
參數(shù)9:指向紋理圖像數(shù)據(jù)的指針
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
//使用完畢釋放pBits
free(pBits);
//只有minFilter 等于以下四種模式,才可以生成Mip貼圖
//GL_NEAREST_MIPMAP_NEAREST具有非常好的性能,并且閃爍現(xiàn)象非常弱
//GL_LINEAR_MIPMAP_NEAREST常常用于對(duì)游戲進(jìn)行加速,它使用了高質(zhì)量的線性過濾器
//GL_LINEAR_MIPMAP_LINEAR 和GL_NEAREST_MIPMAP_LINEAR 過濾器在Mip層之間執(zhí)行了一些額外的插值,以消除他們之間的過濾痕跡。
//GL_LINEAR_MIPMAP_LINEAR 三線性Mip貼圖。紋理過濾的黃金準(zhǔn)則,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.加載Mip,紋理生成所有的Mip層
//參數(shù):GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void drawSomething(GLfloat yRot)
{
//1.定義光源位置 & 漫反射顏色
static GLfloat vWhite[] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f };
//2.繪制懸浮小球球
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();
}
//3.繪制大球球
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();
//4.繪制公轉(zhuǎn)小球球(公轉(zhuǎn)自轉(zhuǎn))
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();
}
//進(jìn)行調(diào)用以繪制場(chǎng)景
void RenderScene(void){
//1.地板顏色值
static GLfloat vFloorColor[] = {1.0f,1.0f,0.0f,0.75f};
//2.基于時(shí)間動(dòng)畫
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
//3.清除顏色緩存區(qū)和深度緩沖區(qū)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//4.壓入棧(棧頂)
modelViewMatrix.PushMatrix();
//5.設(shè)置觀察者矩陣
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
//6.壓棧(鏡面)
modelViewMatrix.PushMatrix();
//7.添加反光效果
//翻轉(zhuǎn)Y軸
modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
//鏡面世界圍繞Y軸平移一定間距
modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
//8.指定順時(shí)針為正面
glFrontFace(GL_CW);
//9.繪制地面以外其他部分(鏡面)
drawSomething(yRot);
//10.恢復(fù)為逆時(shí)針正面
glFrontFace(GL_CCW);
//11.繪制鏡面 恢復(fù)矩陣
modelViewMatrix.PopMatrix();
//12.開啟混合功能(繪制地板)
glEnable(GL_BLEND);
//13. 指定glBlendFunc 顏色混合方程式
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//14.綁定地面紋理
glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
/*15.
紋理調(diào)整著色器(將一個(gè)基本色乘以一個(gè)取自紋理的單元nTextureUnit的紋理)
參數(shù)1:GLT_SHADER_TEXTURE_MODULATE
參數(shù)2:模型視圖投影矩陣
參數(shù)3:顏色
參數(shù)4:紋理單元(第0層的紋理單元)
*/
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
transformPipeline.GetModelViewProjectionMatrix(),
vFloorColor,
0);
//開始繪制
floorBatch.Draw();
//取消混合
glDisable(GL_BLEND);
//16.繪制地面以外其他部分
drawSomething(yRot);
//17.繪制完,恢復(fù)矩陣
modelViewMatrix.PopMatrix();
//18.交換緩存區(qū)
glutSwapBuffers();
//19.提交重新渲染
glutPostRedisplay();
}
void ChangeSize(int width ,int height){
//1、設(shè)置視口
glViewport(0, 0, width, height);
//2.設(shè)置投影方式
viewFrustum.SetPerspective(35.f, float(width)/float(height), 1.0f, 100.f);
//3.將投影矩陣加載到投影矩陣堆棧
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
//4.將投影矩陣堆棧和模型視圖矩陣對(duì)象設(shè)置到管道中
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
void SetupRC(){
//1設(shè)置清屏顏色到顏色緩沖區(qū)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
//2初始化著色器管理器
shaderManager.InitializeStockShaders();
//3.開啟深度測(cè)試、背面剔除
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
//4.設(shè)置大球球
gltMakeSphere(torusBatch, 0.4f, 40, 80);
//5.設(shè)置小球
gltMakeSphere(sphereBatch, 0.1f, 26, 13);
//6.設(shè)置地板頂點(diǎn)數(shù)據(jù)&地板紋理
GLfloat texSize = 10.0f;
floorBatch.Begin(GL_TRIANGLE_FAN, 4,1);
//設(shè)置紋理坐標(biāo) 第一個(gè)參數(shù):紋理層次 對(duì)于使用紋理著色器來進(jìn)行渲染 設(shè)置為0
floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
floorBatch.Vertex3f(-20.f, -0.41f, 20.f);
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();
//7. 隨機(jī)小球球頂點(diǎn)坐標(biāo)數(shù)據(jù)
for (int i = 0; i< NUM_SPHERES; i++) {
//y軸不變 X Z產(chǎn)生隨機(jī)值
GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
//在y方向,將球體設(shè)置為0.0的位置,這使得它們看起來是飄浮在眼睛的高度
//對(duì)spheres數(shù)組中的每一個(gè)頂點(diǎn),設(shè)置頂點(diǎn)數(shù)據(jù)
spheres[i].SetOrigin(x, 0.0f, z);
}
//8.命名紋理對(duì)象
glGenTextures(3, uiTextures);
//9.將TGA文件加載為2D紋理
/*
參數(shù)1:紋理文件名稱
參數(shù)2:3 需要縮小&放大的過濾器
參數(shù)4:紋理坐標(biāo)環(huán)繞模式
*/
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);
}
void SpeacialKeys(int key ,int x, int y){
float linear = 0.1f;
float angular = float(m3dDegToRad(5.0f));
if (key == GLUT_KEY_UP) {
//MoveForward 平移
cameraFrame.MoveForward(linear);
}
if (key == GLUT_KEY_DOWN) {
cameraFrame.MoveForward(-linear);
}
if (key == GLUT_KEY_LEFT) {
//RotateWorld 旋轉(zhuǎn)
cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
}
if (key == GLUT_KEY_RIGHT) {
cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
}
}
void ShutdownRC(){
glDeleteTextures(3, uiTextures);
}

