在上一篇OpenGL 沒有紋理的星系試、OpenGL 金字塔基礎上修改main.cpp
文件,完成添加紋理的星系。bash
#include "GLMatrixStack.h"
#include "GLFrame.h"
#include "GLFrustum.h"
#include "GLBatch.h"
#include "GLGeometryTransform.h"
#include <math.h>
#include <GLUT/GLUT.h>
#include "GLTools.h"
#include "StopWatch.h"
#include <stdio.h>
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
//視景體
GLFrustum viewFrustum;
GLGeometryTransform transformPipeline;
GLFrame cameraFrame;
GLTriangleBatch sunBatch;
GLTriangleBatch earthBatch;
GLTriangleBatch otherStarsBatch;
GLBatch theMilkyWayBatch;
//紋理標記ID
GLuint uiTextures[3];
#define NUMBER_STARS 100
GLFrame stars[NUMBER_STARS];
static GLfloat vTheMilkyWayColor[] = {0.96f,0.92f,0.23f,0.6f};
//將TGA文件加載爲2D紋理
bool loadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFileter, GLenum wrapMode) {
GLbyte *pBits;
int nWidth, nHeight, nComponents;
GLenum eFormat;
//讀取紋理 pBits:指向圖像數據的指針 arg2:紋理文件寬度地址 arg4:文件組件地址 arg5:文件格式地址
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if (pBits == NULL) {
return false;
}
//設置過濾方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFileter);
//設置環繞模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
//載入紋理 arg2:mip貼圖層次 arg7:像素數據類型(GL_UNSIGNED_BYTE 每一個顏色份量都是一個8位無符號整型)
glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
//釋放ppBits
free(pBits);
//只有minFilter 等於如下四種模式,才能夠生成Mip貼圖
//GL_NEAREST_MIPMAP_NEAREST具備很是好的性能,而且閃爍現象很是弱
//GL_LINEAR_MIPMAP_NEAREST經常用於對遊戲進行加速,它使用了高質量的線性過濾器
//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。紋理過濾的黃金準則,具備最高的精度。
if(minFilter == GL_LINEAR_MIPMAP_LINEAR ||
minFilter == GL_LINEAR_MIPMAP_NEAREST ||
minFilter == GL_NEAREST_MIPMAP_LINEAR ||
minFilter == GL_NEAREST_MIPMAP_NEAREST)
//加載Mip
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void setupRC() {
glClearColor(0.27f, 0.24f, 0.34f, 1.0f);
shaderManager.InitializeStockShaders();
cameraFrame.MoveForward(10.0f);
glEnable(GL_DEPTH_TEST);
//開啓正背面剔除,倒影時效果
glEnable(GL_CULL_FACE);
//星帶
GLfloat texSize = 20.0f;
theMilkyWayBatch.Begin(GL_TRIANGLE_FAN, 4,1);
theMilkyWayBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
theMilkyWayBatch.Vertex3f(-30.0f,-0.5f,30.0f);
theMilkyWayBatch.MultiTexCoord2f(0, texSize, 0.0f);
theMilkyWayBatch.Vertex3f(30.0f, -0.5f, 30.0f);
theMilkyWayBatch.MultiTexCoord2f(0, texSize, texSize);
theMilkyWayBatch.Vertex3f(30.0f, -0.5f, -30.0f);
theMilkyWayBatch.MultiTexCoord2f(0, 0.0f, texSize);
theMilkyWayBatch.Vertex3f(-30.0f, -0.5f, -30.0f);
theMilkyWayBatch.End();
//太陽
gltMakeSphere(sunBatch, 0.4f, 50, 100);
//地球
gltMakeSphere(earthBatch, 0.1f, 50, 100);
//其餘星體位置
gltMakeSphere(otherStarsBatch, 0.1f, 50, 100);
for (int i = 0; i < NUMBER_STARS; i++) {
GLfloat x = ((GLfloat)(rand() % 500 -200)) * 0.12f;
GLfloat z = ((GLfloat)(rand() % 500 -200)) * 0.12f;
stars[i].SetOrigin(x, 0.0f, z);
}
//命名紋理對象
glGenTextures(3, uiTextures);
glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
loadTGATexture("milkey.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
loadTGATexture("sun.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
loadTGATexture("earth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
}
void drawUniverse(GLfloat yRot) {
//漫反射顏色
static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f};
static M3DMatrix44f vLightPos = {0.0f,20.0f,10.0f,1.0f};
modelViewMatrix.Translate(0.0f, 0.0f, -5.0f);
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,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos,
vWhite,
0);
sunBatch.Draw();
modelViewMatrix.PopMatrix();
//繪製地球
modelViewMatrix.PushMatrix();
//要先旋轉後平移,矩陣乘法不遵循交換律要將旋轉後的矩陣平移
modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
modelViewMatrix.Translate(0.7f, 0.0f, 0.0f);
glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos,
vWhite,
0);
earthBatch.Draw();
modelViewMatrix.PopMatrix();
//其餘星體
glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
for (int i = 0; i < NUMBER_STARS; i++) {
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(stars[i]);
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos,
vWhite,
0);
otherStarsBatch.Draw();
modelViewMatrix.PopMatrix();
}
}
void changeSize(int w, int h) {
glViewport(0, 0, w, h);
//設置透視投影
viewFrustum.SetPerspective(25.0f, float(w) / float(h), 2.0f, 400.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
void renderScene() {
//清理緩衝區
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
//照相機矩陣
modelViewMatrix.PushMatrix(cameraFrame);
//倒影
modelViewMatrix.PushMatrix();
modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
modelViewMatrix.Translate(0.0f, 1.0f, 0.0f);
//設定順時針爲正面
glFrontFace(GL_CW);
drawUniverse(yRot);
//回覆逆時針爲正面
glFrontFace(GL_CCW);
modelViewMatrix.PopMatrix();
//theMilky
glEnable(GL_BLEND);
//顏色混合方程
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
/**紋理調整着色器(將一個基本色乘以一個取自紋理的單元nTextureUnit的紋理)
arg1:GLT_SHADER_TEXTURE_MODULATE
arg2:模型視圖投影矩陣
arg3:顏色
arg4:紋理單元(第0層的紋理單元)
*/
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
transformPipeline.GetModelViewProjectionMatrix(),
vTheMilkyWayColor,
0);
theMilkyWayBatch.Draw();
glDisable(GL_BLEND);
drawUniverse(yRot);
modelViewMatrix.PopMatrix();
glutSwapBuffers();
glutPostRedisplay();
}
void specialKeys(int key,int x,int y){
float step = 0.4f;
float angular = float(m3dDegToRad(2.0f));
if (key == GLUT_KEY_UP) {
cameraFrame.MoveForward(-step);
}
if (key == GLUT_KEY_DOWN) {
cameraFrame.MoveForward(step);
}
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 shutdownRC(void)
{
glDeleteTextures(3, uiTextures);
}
int main(int argc, char* argv[]) {
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(375, 750);
glutCreateWindow("dowZhang");
glutReshapeFunc(changeSize);
glutDisplayFunc(renderScene);
glutSpecialFunc(specialKeys);
GLenum err = glewInit();
if (GLEW_OK != err) {
return 1;
}
setupRC();
glutMainLoop();
shutdownRC();
return 0;
}
複製代碼
當啓用混合功能時,參考以下方程:oop
Cf = (Cs * S) + (Cd * D)
Cf: 最終計算結果顏色
Cs: 源顏色
Cd: 目標顏色
S: 源混合因子
D:目標混合因子
複製代碼
設置混合因子方程:post
glBlendFunc(GLenum S,GLenum D)
複製代碼
混合因子參考表: 性能