OpenGL(七)-紋理(下)

繪制一個隧道

定義繪制批次類
GLShaderManager     shaderManager;          //著色器管理器
GLMatrixStack       modelViewMatrix;        //模型視圖矩陣
GLMatrixStack       projectionMatrix;       //投影矩陣
GLFrustum           viewFrustum;            //視景體
GLGeometryTransform transformPipeline;      //幾何變換管線

//4個批次容器類
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;

// 紋理標識符號
#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 //紋理個數(shù)
GLuint  textures[TEXTURE_COUNT];//紋理標記數(shù)組

//文件tag名字數(shù)組
const char *szTextureFiles[TEXTURE_COUNT] = { "brick.tga", "floor.tga", "ceiling.tga" };
初始化
floor.png

ceiling.png

leftWall.png

rightWall.png
//在這個函數(shù)里能夠在渲染環(huán)境中進行任何需要的初始化,它這里的設(shè)置并初始化紋理對象
void SetupRC()
{
    GLbyte *pBytes;
    GLint iWidth,iHeight,iComponents;
    GLenum eFormat;
    GLint iLoop;
    
    //背景
    glClearColor(0.0f, 0.0f, 0.0f,1.0f);
    
    shaderManager.InitializeStockShaders();
    
    //1.加載紋理
    /*
     glGenTextures (GLsizei n, GLuint *textures)
     參數(shù)1:n,紋理數(shù)量
     參數(shù)2:textures,紋理對象標識數(shù)組
     */
    glGenTextures(TEXTURE_COUNT, textures);
    
    for (iLoop =0; iLoop < TEXTURE_COUNT; iLoop++) {
        
        //2.綁定紋理
        /*
         glBindTexture (GLenum target, GLuint texture);
         參數(shù)1:target,使用的紋理類型GL_TEXTURE_1D\GL_TEXTURE_2D\GL_TEXTURE_3D
         參數(shù)2:texture,紋理的標記
         */

        glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
        
        
        //3.加載tga文件
        /*
         GLbyte *gltReadTGABits(const char *szFileName, GLint *iWidth, GLint *iHeight, GLint *iComponents, GLenum *eFormat, GLbyte *pData);
         參數(shù)1:szFileName 紋理文件的名稱
         參數(shù)2:iWidth 獲取紋理文件的寬度
         參數(shù)3:iHeight獲取紋理文件的高度
         參數(shù)4:iComponents獲取紋理文件的組件
         參數(shù)5:eFormat獲取紋理文件的格式
         
         返回值:指向圖像數(shù)據(jù)的指針
         */
        pBytes = gltReadTGABits(szTextureFiles[iLoop], &iWidth, &iHeight, &iComponents, &eFormat);
        
        //放大過濾器
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        //縮小過濾器
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        //環(huán)繞方式--S
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        //環(huán)繞方式--T
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        
        
        //載入紋理
        /*
          glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
         參數(shù)1:target,使用的紋理類型GL_TEXTURE_1D\GL_TEXTURE_2D\GL_TEXTURE_3D
         參數(shù)2:level ,Mip貼圖的層次
         參數(shù)3:internalformat,紋理單元的顏色組成方式(從讀取像素圖中獲得)
         參數(shù)4:width
         參數(shù)5:height
         參數(shù)6:border 
         參數(shù)7:format 
         參數(shù)8:type,像素數(shù)據(jù)的數(shù)據(jù)類型-GL_UNSIGNED_BYTE
         參數(shù)9:pixels,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);
        
        //生成MIP圖層
        /*
          參數(shù)1:GL_TEXTURE_1D\GL_TEXTURE_2D\GL_TEXTURE_3D
         */
        glGenerateMipmap(GL_TEXTURE_2D);
        
        free(pBytes);
        
    }
    
    
    //建立立體圖像!!!
    GLfloat z;
    
    /*
       void Begin(GLenum primitive, GLuint nVerts, GLuint nTextureUnits = 0);
     參數(shù)1:繪圖模式
     參數(shù)2:頂點個數(shù)
     參數(shù)3:紋理,默認等于0
     */
    floorBatch.Begin(GL_TRIANGLE_STRIP, 28,1);//共繪制了7個四邊形, 共28個頂點
    
    //參考圖 - floor.png
    for (z = 60.0f; z >= 0.0f; z -= 10.0f) {
        
        //指定頂點對應(yīng)紋理的坐標
        floorBatch.MultiTexCoord2f(0, 0, 0);
        //指定左下角頂點
        floorBatch.Vertex3f(-10.0f, -10.0f, z);
        
        
        //指定右下角頂點以及紋理坐標
        floorBatch.MultiTexCoord2f(0, 1, 0);
        floorBatch.Vertex3f(10.0f, -10.0f, z);
        
        
        //指定頂點對應(yīng)紋理的坐標
        floorBatch.MultiTexCoord2f(0, 0, 1.0f);
        floorBatch.Vertex3f(-10.0f, -10.0f, z-10.0f);
        
        
        //指定頂點對應(yīng)紋理的坐標
        floorBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
        floorBatch.Vertex3f(10.0f, -10.0f, z-10.0f);
        
  
    }
    
    floorBatch.End();
    
    //參考圖- ceiling.png
    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();
    
    //參考圖 - leftWall.png
    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();
    
    //參考圖 - rightWall.png
    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();

}

窗口設(shè)置
//改變視景體和視口,在改變窗口大小或初始化窗口調(diào)用
void ChangeSize(int w, int h)
{
    if (h == 0) {
        
        h = 1;
    }
    
    glViewport(0, 0, w, h);
    
    //透視投影縱橫比
    GLfloat fAspect;
    fAspect = (GLfloat)w / (GLfloat)h;
    
    //設(shè)置透視投影
    viewFrustum.SetPerspective(80.0f, fAspect, 1.0, 120.0);
    
    //獲取到投影矩陣
    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
    
    //通過變換管線來管理投影矩陣堆棧
    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
    
}
調(diào)用,繪制場景
void RenderScene(void)
{
    glClear(GL_COLOR_BUFFER_BIT);
    
    modelViewMatrix.PushMatrix();
    
    modelViewMatrix.Translate(0.0f, 0.0f, viewZ);
    
    //紋理替換矩陣著色器
    /*
     參數(shù)1:GLT_SHADER_TEXTURE_REPLACE
     參數(shù)2:模型視圖矩陣 & 投影矩陣
     參數(shù)3:紋理層次
     */
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,transformPipeline.GetModelViewProjectionMatrix(),0);
    
    //地板
    glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_FLOOR]);
    floorBatch.Draw();
    
    //天花板
    glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_CEILING]);
    ceilingBatch.Draw();
    
    //左右墻壁
    glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_BRICK]);
    leftWallBatch.Draw();
    rightWallBatch.Draw();
    
    modelViewMatrix.PopMatrix();
    
    glutSwapBuffers();
    
    
    
}
效果圖
image.png
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