标签:
纹理对象的使用:纹理图像数据的类型,图像数据的导入导出方式,纹理的使用过程:图像数据的加载,纹理参数的设置,纹理的绑定。
一、图像数据的分类:位图图像和像素图像
十、综合运用的例子:可以旋转带光照纹理的金字塔
// Pyramid.cpp
// OpenGL SuperBible, Chapter 5
// Demonstrates Texture mapping a pyramid
// Program by Richard S. Wright Jr.
#include <GLTools.h> // OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
/////////////////////////////////////////////////////////////////////////////////
// An assortment of needed classes
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrame cameraFrame;
GLFrame objectFrame;
GLFrustum viewFrustum;
GLBatch pyramidBatch;
GLuint textureID;
GLGeometryTransform transformPipeline;
M3DMatrix44f shadowMatrix;
void MakePyramid(GLBatch& pyramidBatch)
{
pyramidBatch.Begin(GL_TRIANGLES, 18, 1);
<span style="white-space:pre"> </span>//手动设置金字塔的顶点数据,包括位置,纹理坐标和光照法线向量
// Bottom of pyramid
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3f(1.0f, -1.0f, -1.0f);
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
pyramidBatch.Vertex3f(-1.0f, -1.0f, 1.0f);
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);
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;
// 根据三个点计算法线向量
m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex); // Apex
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft); // Front left corner
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight); // Front right corner
m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex); // Apex
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft); // Back left corner
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft); // Front left corner
m3dFindNormal(n, vApex, vFrontRight, vBackRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex); // Apex
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight); // Front right corner
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight); // Back right cornder
m3dFindNormal(n, vApex, vBackRight, vBackLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex); // Apex
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight); // Back right cornder
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft); // Back left corner
pyramidBatch.End();
}
//获取纹理图像数据,并且设置纹理参数并得到一个纹理状态放入纹理对象中
bool loadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
GLbyte *pBits;
int nWidth,nHeight,nComponents;
GLenum eFormat;
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if(pBits == NULL)
return false;
<span style="white-space:pre"> </span>//S,T轴上的纹理环绕模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
<span style="white-space:pre"> </span>//放大和缩小的过滤
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,minFilter);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,magFilter);
glPixelStorei(GL_UNPACK_ALIGNMENT,1); //图像数据解包,从内存区到缓存区
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth,nHeight,0,eFormat,GL_UNSIGNED_BYTE,pBits);
free(pBits);
if(minFilter == GL_LINEAR_MIPMAP_LINEAR ||
minFilter == GL_LINEAR_MIPMAP_NEAREST ||
minFilter == GL_NEAREST_MIPMAP_LINEAR ||
minFilter == GL_NEAREST_MIPMAP_NEAREST)
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void SetupRC(){
glClearColor(0.7f,0.7f,0.7f,1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
glGenTextures(1,&textureID);
glBindTexture(GL_TEXTURE_2D,textureID);
loadTGATexture("stone.tga",GL_LINEAR,GL_LINEAR,GL_CLAMP_TO_EDGE);
MakePyramid(pyramidBatch);
<span style="white-space:pre"> </span>//场景的照相机
cameraFrame.MoveForward(-7.0f);
}
void ShutdownRC(){
glDeleteTextures(1,&textureID);
}
void RenderScene(){
static GLfloat vLightPos[] = {1.0f,1.0f,0.0f};
static GLfloat vWhite[] = {1.0f,1.0f,1.0f,1.0f};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
M3DMatrix44f mObjectFrame;
objectFrame.GetCameraMatrix(mObjectFrame);
modelViewMatrix.MultMatrix(mObjectFrame);
<span style="white-space:pre"> </span>//在提交批绘制的时候,绑定我们需要使用的纹理
glBindTexture(GL_TEXTURE_2D,textureID);
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0);
pyramidBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
}
void SpecialKeys(int key,int x,int y){
if(key == GLUT_KEY_UP)
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)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f);
glutPostRedisplay();
}
void ChangeSize(int w,int h){
glViewport(0,0,w,h);
viewFrustum.SetPerspective(35.0f,float(w)/float(h),1.0f,500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
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;
}
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原文地址:http://blog.csdn.net/zh13544539220/article/details/45562083